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General Tabletop Discussion
*Pathfinder & Starfinder
Discussion: Removing Deities & Gods
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<blockquote data-quote="Kinak" data-source="post: 6026722" data-attributes="member: 6694112"><p>I ran a campaign like this a long time ago, inspired by the descriptions of various old school D&D deities as early kings of their races. So the first arc of the campaign was the struggles of these various proto-legendary figures, with the PCs taking increasingly active roles. The second arc was the war against the first risen god and his draconic empire. The final arc was the PCs drifting apart to build their own empires and eventually ascending.</p><p></p><p>It worked quite well, all told. I'd probably have borrowed heavily from something like Birthright if it'd been available at the time.</p><p></p><p>If I ran it again I'd include a lot more Lovecraftian elements, as the previous holders of the planet are probably much closer to the surface at thing point. Aboleths are thematically made for this. I do think the first risen god being a dragon still makes a ton of sense, though.</p><p></p><p>I'd let players draw spells from the proto-gods (like the emperor of the nation they're in) if they're very insistent, but warn them their power is tied to that individual. Worshippers of Lovecraftian beings from before the world was made would probably show up, though.</p><p></p><p>I'd also be careful how wizard magic is portrayed. There isn't a long body of knowledge for wizards to draw on, so they're either researching, stealing from people who have, or working with sorcerers and witches to find new spells.</p><p></p><p>As a side note, this campaign sounds like a great use for the Mythic rules when Paizo releases them. The playtest should be coming out shortly, so you might want to try them out.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6026722, member: 6694112"] I ran a campaign like this a long time ago, inspired by the descriptions of various old school D&D deities as early kings of their races. So the first arc of the campaign was the struggles of these various proto-legendary figures, with the PCs taking increasingly active roles. The second arc was the war against the first risen god and his draconic empire. The final arc was the PCs drifting apart to build their own empires and eventually ascending. It worked quite well, all told. I'd probably have borrowed heavily from something like Birthright if it'd been available at the time. If I ran it again I'd include a lot more Lovecraftian elements, as the previous holders of the planet are probably much closer to the surface at thing point. Aboleths are thematically made for this. I do think the first risen god being a dragon still makes a ton of sense, though. I'd let players draw spells from the proto-gods (like the emperor of the nation they're in) if they're very insistent, but warn them their power is tied to that individual. Worshippers of Lovecraftian beings from before the world was made would probably show up, though. I'd also be careful how wizard magic is portrayed. There isn't a long body of knowledge for wizards to draw on, so they're either researching, stealing from people who have, or working with sorcerers and witches to find new spells. As a side note, this campaign sounds like a great use for the Mythic rules when Paizo releases them. The playtest should be coming out shortly, so you might want to try them out. Cheers! Kinak [/QUOTE]
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