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Epic of Aerth d20
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<blockquote data-quote="BluSponge" data-source="post: 5546666" data-attributes="member: 916"><p>Ah! Epic of Aerth! Everytime I think about starting a new fantasy game, I think to myself I'm going to set it on Aerth. So I share your enthusiasm. Unfortunately, the thing that makes Aerth so attractive to me is also what's so infuriating about it. It very much is a skeleton of a setting. There is only the whisp of an idea for the GM to grab hold of and run with. In many ways, you might as well be creating your own campaign world.</p><p></p><p>Unfortunately, I can't tell you of a single "fantasy earth" rpg setting out there that even touches Aerth. I wish there was one. I'd love to see it. There's a company that has done something of a fantasy earth for Pathfinder, but the reviews haven't been kind. However, having gone down this rabbit hole before, I can offer a bit of advice: don't miss the forest for the trees. While Aerth and Earth look a lot alike, they are different places, with different histories. It's very easy to get bogged down in the weeds and try to get things factually right, but you don't really need to. The Ars Magica sourcebooks are a good information source, but won't do you nearly as much good as you might hope.</p><p></p><p>If I were going to run a game set on Aerth tomorrow, the first thing I would do is figure out where I was going to start my campaign and do a bit of research on wikipedia about the culture of the place. Aerth should have the veneer of familiarity, but beyond that can (should) be very different. After all, the ancient religions are all very active, magick (high magic in some places) is widely used and accepted, and the different states are stuck in various points in time. Francia, for instance, looks to be in a high renaissance period while the Nordic states are still barbaric tribal strongholds. So rather than go down the history rabbit hole, you are better off getting a few things right and making the rest up whole cloth.</p><p></p><p>Here are a few sourcebooks and references I'd recommend for Aerth:</p><p>Gary Gygax's Living Fantasy (essential)</p><p>GURPS Places of Mystery</p><p>A good historical atlas</p><p>A good book of names (Gygax's Extraordinary Book of Names will do, but there are plenty others)</p><p></p><p>Beyond that, I'd troll through wikipedia about the starting location you chose. I'd also bookmark Encyclopedia Mythic for purposes of pantheons. If you can find it, a copy of the draft for the Lejendary Pantheons book is essential, but otherwise any edition of Deities and Demigods/Legends and Lore will do.</p><p></p><p>Beyond that, just go through whatever is in your d20 library and shoehorn in what you want. It'll fit. Just do whatever you have to do NOT to get bogged down in the details. I can almost guarantee Gygax didn't, and indulging the urge to hit every cultural, historical, and geographic note will drive you mad in the end. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Good luck!</p><p></p><p>Tom</p><p>[/LIST]</p></blockquote><p></p>
[QUOTE="BluSponge, post: 5546666, member: 916"] Ah! Epic of Aerth! Everytime I think about starting a new fantasy game, I think to myself I'm going to set it on Aerth. So I share your enthusiasm. Unfortunately, the thing that makes Aerth so attractive to me is also what's so infuriating about it. It very much is a skeleton of a setting. There is only the whisp of an idea for the GM to grab hold of and run with. In many ways, you might as well be creating your own campaign world. Unfortunately, I can't tell you of a single "fantasy earth" rpg setting out there that even touches Aerth. I wish there was one. I'd love to see it. There's a company that has done something of a fantasy earth for Pathfinder, but the reviews haven't been kind. However, having gone down this rabbit hole before, I can offer a bit of advice: don't miss the forest for the trees. While Aerth and Earth look a lot alike, they are different places, with different histories. It's very easy to get bogged down in the weeds and try to get things factually right, but you don't really need to. The Ars Magica sourcebooks are a good information source, but won't do you nearly as much good as you might hope. If I were going to run a game set on Aerth tomorrow, the first thing I would do is figure out where I was going to start my campaign and do a bit of research on wikipedia about the culture of the place. Aerth should have the veneer of familiarity, but beyond that can (should) be very different. After all, the ancient religions are all very active, magick (high magic in some places) is widely used and accepted, and the different states are stuck in various points in time. Francia, for instance, looks to be in a high renaissance period while the Nordic states are still barbaric tribal strongholds. So rather than go down the history rabbit hole, you are better off getting a few things right and making the rest up whole cloth. Here are a few sourcebooks and references I'd recommend for Aerth: Gary Gygax's Living Fantasy (essential) GURPS Places of Mystery A good historical atlas A good book of names (Gygax's Extraordinary Book of Names will do, but there are plenty others) Beyond that, I'd troll through wikipedia about the starting location you chose. I'd also bookmark Encyclopedia Mythic for purposes of pantheons. If you can find it, a copy of the draft for the Lejendary Pantheons book is essential, but otherwise any edition of Deities and Demigods/Legends and Lore will do. Beyond that, just go through whatever is in your d20 library and shoehorn in what you want. It'll fit. Just do whatever you have to do NOT to get bogged down in the details. I can almost guarantee Gygax didn't, and indulging the urge to hit every cultural, historical, and geographic note will drive you mad in the end. :) Good luck! Tom [/LIST] [/QUOTE]
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