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[Campaign Idea] "Colonizing" a savage world
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<blockquote data-quote="random user" data-source="post: 1574350" data-attributes="member: 16581"><p>Here are my initial thoughts:</p><p></p><p>- how are you going to do religion? Do the gods of the old world still exist? How do clerics get their power?</p><p></p><p>- how many adventurers came across, and how many support people? How will they be able to obtain things like new spells? I know you asked how many people should be in each village, and I'm not sure of the answer to that. It needs to be enough to account for some adventurer (and natural death) while not collapsing on itself for not enough hands (ie need to be enough people for carpenter, tanner, smiths, farmers, etc).</p><p></p><p>- is this a grim and gritty, or something else?</p><p></p><p>- it seems like magic items are going to be very scarce here unless you come up with some other reason. That means either no magic items for the most part, and also magic items are worth a lot more than they would be in the DMG.</p><p></p><p></p><p>There is the potential for good adventuring here, but a lot of things which might seem normal in other campaigns are going to be different here, and you need to remember to keep that in mind so it's all consistent. For example, there is a good chance no one at all knows about ancient history, or even something like construct a major castle (it's a very different thing to construct a home versus a big castle)... basically anything that is fringe has a good chance that no one will know about it.</p><p></p><p>- how does currency work? Currency pre-supposes that there is some way to back up the value of that currency. Given only one or two villages, there is a good chance the economics reverts back to a barter system.</p><p></p><p>- also are the PC's going to be literate? How much schooling are they going to get? One or two villages struggling to keep themselves alive probably doesn't leave a lot of time for learning things that won't help keep you alive.</p><p></p><p>There are just some initial thoughts. I think that it can be a fun campaign setting, but I do think it's a fair amount of work. I would also make sure the player's buy in to such a campaign before running them in it. I can see how some people wouldnt' like it at all. (For example, a negotiator/high diplomacy build isn't going to be useful at all if there isn't a lot of different governments and societies to deal with.)</p></blockquote><p></p>
[QUOTE="random user, post: 1574350, member: 16581"] Here are my initial thoughts: - how are you going to do religion? Do the gods of the old world still exist? How do clerics get their power? - how many adventurers came across, and how many support people? How will they be able to obtain things like new spells? I know you asked how many people should be in each village, and I'm not sure of the answer to that. It needs to be enough to account for some adventurer (and natural death) while not collapsing on itself for not enough hands (ie need to be enough people for carpenter, tanner, smiths, farmers, etc). - is this a grim and gritty, or something else? - it seems like magic items are going to be very scarce here unless you come up with some other reason. That means either no magic items for the most part, and also magic items are worth a lot more than they would be in the DMG. There is the potential for good adventuring here, but a lot of things which might seem normal in other campaigns are going to be different here, and you need to remember to keep that in mind so it's all consistent. For example, there is a good chance no one at all knows about ancient history, or even something like construct a major castle (it's a very different thing to construct a home versus a big castle)... basically anything that is fringe has a good chance that no one will know about it. - how does currency work? Currency pre-supposes that there is some way to back up the value of that currency. Given only one or two villages, there is a good chance the economics reverts back to a barter system. - also are the PC's going to be literate? How much schooling are they going to get? One or two villages struggling to keep themselves alive probably doesn't leave a lot of time for learning things that won't help keep you alive. There are just some initial thoughts. I think that it can be a fun campaign setting, but I do think it's a fair amount of work. I would also make sure the player's buy in to such a campaign before running them in it. I can see how some people wouldnt' like it at all. (For example, a negotiator/high diplomacy build isn't going to be useful at all if there isn't a lot of different governments and societies to deal with.) [/QUOTE]
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[Campaign Idea] "Colonizing" a savage world
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