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<blockquote data-quote="Reynard" data-source="post: 9824264" data-attributes="member: 467"><p>We had the session 0 for my Monday night group tonight. We landed on a setting where the PCs will be part of a "second wave" of colonists to the New World (specifically landing in a desolate Roanoke analog as a spur to adventure).</p><p></p><p>The Old World is a roughly Europe where the Western Roman Empire never fell, but with elves mostly in charge.</p><p></p><p>The most interesting thing that happened with ancestries is that the fae are a worldwide criminal syndicate: they trade in faerie amber, a coinage distilled from mortal will. It doesn't matter if that is drained from fear (the boogeyman) or hope (faerie godmother) -- it's all the same. One player decided on a faerie syndicate rogue and we just sort of built it that way since the early colonial era did not seem to offer the syndicate options obviously.</p><p></p><p>We established that PCs are special and not necessarily trusted in the Old World and so sending them to the New World is a reasonable thing. Different PCs decided on different reasons to be "exiled" but it should work that they are the ones , by virtue of their special powers, charged with protecting the colonists and potentially discovering what happened to the previous colonists.</p><p></p><p>But they aren't in charge. At least officially, they have yo bow to mundane bureaucrats.</p><p></p><p>It looks like a fun foundation. I need to look through the core set campaign frames and see if there are any worthwhile Setting Rules for this.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9824264, member: 467"] We had the session 0 for my Monday night group tonight. We landed on a setting where the PCs will be part of a "second wave" of colonists to the New World (specifically landing in a desolate Roanoke analog as a spur to adventure). The Old World is a roughly Europe where the Western Roman Empire never fell, but with elves mostly in charge. The most interesting thing that happened with ancestries is that the fae are a worldwide criminal syndicate: they trade in faerie amber, a coinage distilled from mortal will. It doesn't matter if that is drained from fear (the boogeyman) or hope (faerie godmother) -- it's all the same. One player decided on a faerie syndicate rogue and we just sort of built it that way since the early colonial era did not seem to offer the syndicate options obviously. We established that PCs are special and not necessarily trusted in the Old World and so sending them to the New World is a reasonable thing. Different PCs decided on different reasons to be "exiled" but it should work that they are the ones , by virtue of their special powers, charged with protecting the colonists and potentially discovering what happened to the previous colonists. But they aren't in charge. At least officially, they have yo bow to mundane bureaucrats. It looks like a fun foundation. I need to look through the core set campaign frames and see if there are any worthwhile Setting Rules for this. [/QUOTE]
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