Pyske said:
Sounds interesting. Still, I'm curious: what elements of the session really brought home the Dawnforge "feel" for you? How was it different from a standard D&D game? In particular, what are the "world-shaping" characteristics of the PCs?
it's hard to say where the "feel" came from - but the effect of DF was that a lot of the usual d20/D&D3.5 stuff seems
right now: the archetypical classes, the hit point systems, the "simple" plots. We're at the beginning: things should be archetypical, and powerful, and "simple".
All PCs had been generated with above-average ability scores (the players could choose between several dice-rolling methods, all resulting in high average results).
Beyond that they also were confronted with some odd sayings of the old blind seer of the village: they learned that she was ashamed to have called them, just to satisfy her need for revenge against the bandits who had killed her grandson. Why the shame? Because her visions showed her that from the members of this group - who, without this "job", would all have lived out their lives without any greater impact or meaning to the world at large - would grow powerful forces which will ultimately cause TEOTWAWKI...
Another important part of DF is to describe the players a world still full of natural and *living* magic: it is not unusual to meet a nymph or satyr deep in the forest. Maybe let them even encounter one or two "talking animals" - a fish living in a small pond maybe - and
don't explain. Weapons are not just made of steel and mithril, but of ice or shadow. Think of legends and fairy tales, not of Tolkien and Howard. Think Arabian Nights, Grimm, Beowulf, Niebelungenlied, Kalevala, Hercules, and Ulysses (Odysseus) - think Amber, Melniboné, and Malazan (Caladan Brood, Anomander Rake, Cotillion, Icarium, and Kalam - not Fiddler or Crocus).