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Diamond Throne Setting, so whats cool about it
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<blockquote data-quote="satori01" data-source="post: 1383080" data-attributes="member: 7859"><p>DT had certain "technical" details that I absolutely loved:</p><p></p><p>1) Every city and most locations described in the PDF, had well thought out NPCs or adventure hooks,(often both), right in the description. Really useful and imaginative stuff. I ran a mini DT campaign, and my players randomly picked to go to a city, and with the NPC and adventure hook I was able to come up with something quite easily.</p><p> </p><p>2) Subtle flavor abounds in the setting. Wether it be history from long forgotten civilizations, to the ceremonies and dreams that play a huge influence on daily life, the setting while lacking flash can have teeth. As DT assumes AU rules the role of the gods are diminished, and gods seem more localized and less omnipotent, the giants are essentially benevolent dicatators, and trade and adventure opportunities abound.</p><p> </p><p>3) Nice easily transportable elements. The prestiege classes,(mage-priest, and somanmancer in particular), monsters, and organizations described in this book are very neat and could be used in any world. This is important to me, since for me it is doubtfull I will be playing in the same setting 3 years down the road. Thus portability of material is nice, I use the Jaren currently in my non DT world.</p><p> </p><p>4) The PDF is realtively inexpensive. Under $20 is a nice price for something like this, and again it has details that can be exported, and the setting is flexible enough to import almost anything.</p></blockquote><p></p>
[QUOTE="satori01, post: 1383080, member: 7859"] DT had certain "technical" details that I absolutely loved: 1) Every city and most locations described in the PDF, had well thought out NPCs or adventure hooks,(often both), right in the description. Really useful and imaginative stuff. I ran a mini DT campaign, and my players randomly picked to go to a city, and with the NPC and adventure hook I was able to come up with something quite easily. 2) Subtle flavor abounds in the setting. Wether it be history from long forgotten civilizations, to the ceremonies and dreams that play a huge influence on daily life, the setting while lacking flash can have teeth. As DT assumes AU rules the role of the gods are diminished, and gods seem more localized and less omnipotent, the giants are essentially benevolent dicatators, and trade and adventure opportunities abound. 3) Nice easily transportable elements. The prestiege classes,(mage-priest, and somanmancer in particular), monsters, and organizations described in this book are very neat and could be used in any world. This is important to me, since for me it is doubtfull I will be playing in the same setting 3 years down the road. Thus portability of material is nice, I use the Jaren currently in my non DT world. 4) The PDF is realtively inexpensive. Under $20 is a nice price for something like this, and again it has details that can be exported, and the setting is flexible enough to import almost anything. [/QUOTE]
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