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General Tabletop Discussion
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Creating An OGC Setting
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<blockquote data-quote="Yair" data-source="post: 2775515" data-attributes="member: 10913"><p>Good questions.</p><p></p><p>To support a wide variety of games, I suggest allowing (for a change!) clerics of philosophies. These need no pantheon or origin story.</p><p>I think the issue of a creation myth is important, especially in a world with all the sentient races that are in D&D. I support a shared origin story accepted by most faiths, but one in which the original creators are no longer relevant and the active deities are newer gods, perhaps ascended mortals/outsiders. The deities should have an indeterminate number, but be plentiful - to allow for obscure faiths. Dead gods, too.</p><p>I would not support meddeling deities. I think D&D works best with aloft deities, interaction with divinity being entrusted to outsiders and clerics.</p><p></p><p></p><p>I agree with Khuxan, we should get and overview and then focus on an area and then a kingdom and then a city... </p><p>But we need not restrict outselves. If someone has a sudden urge to describe something in another continent, great.</p><p></p><p></p><p>I agree small contested kingdoms are more interesting. An empire in decline on or near the border is insteresting, though.</p><p></p><p></p><p>Well I think we should provide ready targets... errg, adversaries, but keep them varied. I think we should provide several threats on several levels (a corrupt politics, demonic cults, psionic masters, an orcish horde, and so on), and suggest "conspiracy theories" to allow for an over-reaching evil for those who want it.</p><p></p><p></p><p>Downbeat worlds usually channel adventures to one direction, which I'd like to avert. Upbeat or neutral settings lack focus as adventure locales. I'm not sure.</p><p></p><p>On the planes:</p><p>My preferred model is to make the planes be the deities. In this way the gods are beyond anything mundane, spawn outsiders as their proxies, and so on.</p><p>Stars, BTW, are holes in the astral fabric letting the other worlds gleam through. As the stars move, the struggle of the deities unfolds.</p></blockquote><p></p>
[QUOTE="Yair, post: 2775515, member: 10913"] Good questions. To support a wide variety of games, I suggest allowing (for a change!) clerics of philosophies. These need no pantheon or origin story. I think the issue of a creation myth is important, especially in a world with all the sentient races that are in D&D. I support a shared origin story accepted by most faiths, but one in which the original creators are no longer relevant and the active deities are newer gods, perhaps ascended mortals/outsiders. The deities should have an indeterminate number, but be plentiful - to allow for obscure faiths. Dead gods, too. I would not support meddeling deities. I think D&D works best with aloft deities, interaction with divinity being entrusted to outsiders and clerics. I agree with Khuxan, we should get and overview and then focus on an area and then a kingdom and then a city... But we need not restrict outselves. If someone has a sudden urge to describe something in another continent, great. I agree small contested kingdoms are more interesting. An empire in decline on or near the border is insteresting, though. Well I think we should provide ready targets... errg, adversaries, but keep them varied. I think we should provide several threats on several levels (a corrupt politics, demonic cults, psionic masters, an orcish horde, and so on), and suggest "conspiracy theories" to allow for an over-reaching evil for those who want it. Downbeat worlds usually channel adventures to one direction, which I'd like to avert. Upbeat or neutral settings lack focus as adventure locales. I'm not sure. On the planes: My preferred model is to make the planes be the deities. In this way the gods are beyond anything mundane, spawn outsiders as their proxies, and so on. Stars, BTW, are holes in the astral fabric letting the other worlds gleam through. As the stars move, the struggle of the deities unfolds. [/QUOTE]
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