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Designing a new campaign: Brainstorm stage, Focus wanted
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2980690" data-attributes="member: 19675"><p>Some more:</p><p></p><p>Warforged will be officially part of the setting as a PC race, as will Lizard Men, though the latter may have subspecies- Marine, Freshwater, Brackish/Swamp (standard MM), Desert & Subterranean? Outsider species like Githzerai or Spikers would be permitted as well, if the PC concept is strong- most likely as the descendants of ancestors trapped on the PMP when the ELE occurred or as scouts testing the waters...</p><p></p><p>(Yes, I like grand campaigns.)</p><p></p><p>One BIG question- should Mind-flayers be opened up to PCs? As yet, they are the only race I have in the setting that aren't. I eliminated them out of hand, but the comic strip Downer has hinted at the possibility...besides, I don't think they'd be too powerful in the context of this campaign.</p><p></p><p>Wizards...woof...still going through the selection process on how to handle them, but I do have some thoughts on how they write their stuff down. I'm thinking that each culture will develop unique ways of storing their spells. Dwarven wizards would engrave gemstones with runes of power. The extremely rare Halfling Wizards might weave their spells into their hair, possibly with beads and complex knots. Half-Orc Wizards might tattoo themselves or use ritual scarification.</p><p></p><p>If there are scroll analogues, they'll reflect the culture as well. Dwarves might etch metal discs, Halflings would form clay fetishes, while Half-Orcs may use skrimshaw to make spellbones.</p><p></p><p>(Perhaps all the forms will be interchangeable- essentially scrolls=spellbooks=tattoos=knots=etc.)</p><p></p><p>All, of course, would be readable with Read Magic, but there may be some differences in the game depending upon the form. Thus, scalping that Halfling Wizard wouldn't just be a matter of displaying martial power, but of actually acquiring arcane power as well.</p><p></p><p>I'm considering using a couple of the classes from Kingdom of Kalamar- namely the Shaman and the Spellsinger. The Artificer is also a probable addition. Certain ToM & DCv1 classes will be in (Shadowcaster, Battledancer)...possibly something from MoI as well.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2980690, member: 19675"] Some more: Warforged will be officially part of the setting as a PC race, as will Lizard Men, though the latter may have subspecies- Marine, Freshwater, Brackish/Swamp (standard MM), Desert & Subterranean? Outsider species like Githzerai or Spikers would be permitted as well, if the PC concept is strong- most likely as the descendants of ancestors trapped on the PMP when the ELE occurred or as scouts testing the waters... (Yes, I like grand campaigns.) One BIG question- should Mind-flayers be opened up to PCs? As yet, they are the only race I have in the setting that aren't. I eliminated them out of hand, but the comic strip Downer has hinted at the possibility...besides, I don't think they'd be too powerful in the context of this campaign. Wizards...woof...still going through the selection process on how to handle them, but I do have some thoughts on how they write their stuff down. I'm thinking that each culture will develop unique ways of storing their spells. Dwarven wizards would engrave gemstones with runes of power. The extremely rare Halfling Wizards might weave their spells into their hair, possibly with beads and complex knots. Half-Orc Wizards might tattoo themselves or use ritual scarification. If there are scroll analogues, they'll reflect the culture as well. Dwarves might etch metal discs, Halflings would form clay fetishes, while Half-Orcs may use skrimshaw to make spellbones. (Perhaps all the forms will be interchangeable- essentially scrolls=spellbooks=tattoos=knots=etc.) All, of course, would be readable with Read Magic, but there may be some differences in the game depending upon the form. Thus, scalping that Halfling Wizard wouldn't just be a matter of displaying martial power, but of actually acquiring arcane power as well. I'm considering using a couple of the classes from Kingdom of Kalamar- namely the Shaman and the Spellsinger. The Artificer is also a probable addition. Certain ToM & DCv1 classes will be in (Shadowcaster, Battledancer)...possibly something from MoI as well. [/QUOTE]
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