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[Fading Suns] with standard D&D rules and classes...
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<blockquote data-quote="Cergorach" data-source="post: 1939102" data-attributes="member: 725"><p>The premise: The characters are on a 'regular' fantasy world and get a 'visit' from offworlders, when they leave they'll have unexpected passengers. The characters (or the players) of course don't know anything about being offworld, the point of the game is that neither the characters or the players will ever know that they are offworld.</p><p></p><p>The setting is Fading Suns, very low tech, and everything that is above low tech is handled by acolytes tending godly devices. I found that the players enjoy a lot of diplomacy and social roleplaying, i think that Fading Suns can accomodate that, include a bit of mystery and i'm set.</p><p></p><p>I'm looking for advice on running a game in Fading Suns and ideas on how to continue using the base D&D rules and classes with the Fading Suns D20 rules set. I want to change as little as possible (adding rules rather then changing them).</p></blockquote><p></p>
[QUOTE="Cergorach, post: 1939102, member: 725"] The premise: The characters are on a 'regular' fantasy world and get a 'visit' from offworlders, when they leave they'll have unexpected passengers. The characters (or the players) of course don't know anything about being offworld, the point of the game is that neither the characters or the players will ever know that they are offworld. The setting is Fading Suns, very low tech, and everything that is above low tech is handled by acolytes tending godly devices. I found that the players enjoy a lot of diplomacy and social roleplaying, i think that Fading Suns can accomodate that, include a bit of mystery and i'm set. I'm looking for advice on running a game in Fading Suns and ideas on how to continue using the base D&D rules and classes with the Fading Suns D20 rules set. I want to change as little as possible (adding rules rather then changing them). [/QUOTE]
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[Fading Suns] with standard D&D rules and classes...
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