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<blockquote data-quote="Mercule" data-source="post: 3691422" data-attributes="member: 5100"><p>Interesting exercise.</p><p></p><p><strong>Heroes of Chivalry</strong> -- The default D&D setting really isn't knights, it's psychos looting ruins. This book shows how to run an Arthurian game or play Charlemagne's Peers. How to build your setting so that it still makes sense to have castles and martial prowess rules the day, but the wizardly advisor/aide is still so very important. Talk to Greg for rules on jousting and tourneys.</p><p></p><p><strong>Heroes of Intrigue</strong> -- I'm not the first to suggest this title, so I'll let it go.</p><p></p><p><strong>Heroes of Antiquity</strong> -- Advise for running a game based in a more mythic period, specifically Greece, but also Roman Imperial times or Persian times.</p><p></p><p><strong>Heroes of Exploration</strong> -- Imagine Cortez landing in Central America and finding Aztecs with lightning bolts. Show how to set up a "New World" or a "Marco Polo" type campaign. Include information on how trade routes are formed, protected, and attacked. Maybe talk to Greg about an Anamist base class to better represent the magic of the psuedo-American and pseudo-African "savages".</p><p></p><p><strong>Giant-nomicon</strong> -- The big book of giants. Culture, religion, etc. You know what I'm talking about.</p><p></p><p><strong>Faerie-nomicon</strong> -- The big book of little people. This book would have to look at both a Seelie/Unseelie Court set up and a mode where people just want random pranksters. Include a (multipage) sidebar for making elves more faerie-like.</p><p></p><p><strong>Races of Savagery</strong> -- Orcs, hobgoblins, etc. The major near-human races that haven't gotten touched, yet.</p><p></p><p><strong>Wild-scape</strong> -- Sure, Frostburn and Sandstorm are interesting, but more people use forests, swamps, and other natural wildernessy areas in their game. Why aren't we supporting this with some interesting ideas?</p></blockquote><p></p>
[QUOTE="Mercule, post: 3691422, member: 5100"] Interesting exercise. [b]Heroes of Chivalry[/b] -- The default D&D setting really isn't knights, it's psychos looting ruins. This book shows how to run an Arthurian game or play Charlemagne's Peers. How to build your setting so that it still makes sense to have castles and martial prowess rules the day, but the wizardly advisor/aide is still so very important. Talk to Greg for rules on jousting and tourneys. [b]Heroes of Intrigue[/b] -- I'm not the first to suggest this title, so I'll let it go. [b]Heroes of Antiquity[/b] -- Advise for running a game based in a more mythic period, specifically Greece, but also Roman Imperial times or Persian times. [b]Heroes of Exploration[/b] -- Imagine Cortez landing in Central America and finding Aztecs with lightning bolts. Show how to set up a "New World" or a "Marco Polo" type campaign. Include information on how trade routes are formed, protected, and attacked. Maybe talk to Greg about an Anamist base class to better represent the magic of the psuedo-American and pseudo-African "savages". [b]Giant-nomicon[/b] -- The big book of giants. Culture, religion, etc. You know what I'm talking about. [b]Faerie-nomicon[/b] -- The big book of little people. This book would have to look at both a Seelie/Unseelie Court set up and a mode where people just want random pranksters. Include a (multipage) sidebar for making elves more faerie-like. [b]Races of Savagery[/b] -- Orcs, hobgoblins, etc. The major near-human races that haven't gotten touched, yet. [b]Wild-scape[/b] -- Sure, Frostburn and Sandstorm are interesting, but more people use forests, swamps, and other natural wildernessy areas in their game. Why aren't we supporting this with some interesting ideas? [/QUOTE]
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