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Few questions after running a few sessions
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<blockquote data-quote="Nnesk" data-source="post: 8808929" data-attributes="member: 48088"><p>Lots of spoilers for everything up to adventure 8!</p><p></p><p><strong>magic items guidelines</strong></p><p></p><p>I didn't have any clear guidelines. I allowed my players to come up to me with whatever they wanted, and I approved or disapproved. It's pretty easy to say that "this magical item is very Drakry, Risur don't really have those" or "that item is restricted in Risur; it would be "uncommon" in other D&D worlds, but in the Waking there's (in general) much more order, ever since the rise of the nation states."</p><p></p><p>Keep magical communication rare and expensive, yep. Also any type of flying should be very hard to get. I see no issue with the entire group having +3 shields; if it makes them feel safe, good for them. You can always give creatures +2 to their attack, or whatever.</p><p>In any case, this will only become possible with a <em>much </em>higher Prestige, and by that point, if they still think that "fighting good" should be the main use of their magic item slots, they're on the wrong road. The 15 level heroes in my group have requisitioned 1 magical weapon (rifle for the rogue), and 2 magical armours (rogue and druid). The paladin is equipped with stuff much more interesting an campaign-spesific, that was found along the way. The most useful magic items they requestioned is a <em>gem of seeing</em>, s<em>entinel shield</em>, and <em>handy haversack</em>. They also requestioned a <em>wand of fireballs</em>, and <em>belt of frost giant strength, </em>both are great at finishing fights, but <em>very specific fights</em>, because there's so much variety in the kind of set pieces in these adventures.</p><p></p><p><strong>Risur rules</strong></p><p></p><p>I don't use a specific list and I recommend against it. We go by "it's like our world but a bit more primitive human-rights-wise because it's like the 1890s, and also you are like FBI/CIA so you have special privileges but also come under scrutiny". This last part literally happens in adventure 3, and you should use that to bring everyone in your group in line with the expectations. They can have some privileges revoked or be brought before a court.</p><p></p><p>But before all of that happens, I think it's important to warn them. I agree with [USER=6925177]@arkwright[/USER] that the <em>specifics </em>of who was killed, when and how, matter greatly - and I think that players who are used to just killing everyone might not realise this, so you should warn them. When a player says he is going to execute a prisoner, for example, tell them that their character would know that this is a war crime and that they will be put to trial if someone learns about it. This of course now means that the PCs who witness this might want to make some sort of a pact not to tell anyone about this. I think that's fine - that's part of what makes your group of RHC agents to <em>your</em> group of RHC agents.</p><p></p><p>That being said, I think that sort of "heheh, us against the establishment" is the wrong way to play this campaign and I advise against it. I think it should be clear to everyone at the table that the PCs are expected to behave as agents representing the king and country; that they are answerable to people above them and that they have a duty to the people below them. Why did they even become RHC agents in the first place, if not out of this duty?</p><p></p><p>Eventually, after some incredible facts about the world become evident and the heroes get to be the Obscuraty for a while (in adv 7) there will probably be some heated discussions on morals - my group has even considered arranging a coup in Risur<em> out of duty to the country</em>. That's brilliant and that's the point, but it should happen around then, not before.</p><p></p><p>I suggest using Viscount Price-Hill as a reasonable and good authority figure, who uses the inspection in adv 3 not to "weed out bad apples" (although he does this with the really bad one, Saxby), but to bring his agents up to standards and give them a morale compass. Being an RHC agent isn't simple, in every adventure there will be questions of "should we do this" and "should we report this". That's good, that's part of the fun, as long as the players know there <em>are </em>limits<em>, </em>and where they <em>generally </em>are.</p><p></p><p><strong>restricted magic or spells and items</strong></p><p>Adventure 2 says that invisibility in any form is restricted magic, and I get that. We want the Flint to feel generally 1890s London-ish, and that means we can't just have every burglar just flying around being invisible. From adventure 4 we also know that charming effects are very tricky, law-wise, in the Continent. In Risur it'll probably be the same. In my world, all of this doesn't affect fey, since they follow their own weird regulations, and very few of them are considered citizens of Risur and subject to its laws.</p><p></p><p>Consider this:</p><p><strong>Rare magic is rare: </strong>In my world, spells above level 2 are quite rare (and above 6 are almost unheard of).</p><p><strong>Magic is a tool:</strong> Using Illusion to disguise yourself is fine; doing so <em>maliciously</em> is the issue (a disguise kit is legal; using it to impersonate a person and con someone is not). Same for all other kinds of magic, except for a rare few; There is no "okay" way to use invisibility, so it's always restricted.</p><p><strong>People with more power have more powerful magic: </strong>You can't scry on the king, because he has incredibly powerful protections against this. You can't enter a government building using illusion magic to look like a noble and voting in their name, because there's a druid that's overwatching every proceeding with <em>detect magic</em>. (You <em>can</em> use a <em>higher level</em> spell to literally transform into that noble, and the druid won't know, because she doesn't have <em>true seeing</em>)</p></blockquote><p></p>
[QUOTE="Nnesk, post: 8808929, member: 48088"] Lots of spoilers for everything up to adventure 8! [B]magic items guidelines[/B] I didn't have any clear guidelines. I allowed my players to come up to me with whatever they wanted, and I approved or disapproved. It's pretty easy to say that "this magical item is very Drakry, Risur don't really have those" or "that item is restricted in Risur; it would be "uncommon" in other D&D worlds, but in the Waking there's (in general) much more order, ever since the rise of the nation states." Keep magical communication rare and expensive, yep. Also any type of flying should be very hard to get. I see no issue with the entire group having +3 shields; if it makes them feel safe, good for them. You can always give creatures +2 to their attack, or whatever. In any case, this will only become possible with a [I]much [/I]higher Prestige, and by that point, if they still think that "fighting good" should be the main use of their magic item slots, they're on the wrong road. The 15 level heroes in my group have requisitioned 1 magical weapon (rifle for the rogue), and 2 magical armours (rogue and druid). The paladin is equipped with stuff much more interesting an campaign-spesific, that was found along the way. The most useful magic items they requestioned is a [I]gem of seeing[/I], s[I]entinel shield[/I], and [I]handy haversack[/I]. They also requestioned a [I]wand of fireballs[/I], and [I]belt of frost giant strength, [/I]both are great at finishing fights, but [I]very specific fights[/I], because there's so much variety in the kind of set pieces in these adventures. [B]Risur rules[/B] I don't use a specific list and I recommend against it. We go by "it's like our world but a bit more primitive human-rights-wise because it's like the 1890s, and also you are like FBI/CIA so you have special privileges but also come under scrutiny". This last part literally happens in adventure 3, and you should use that to bring everyone in your group in line with the expectations. They can have some privileges revoked or be brought before a court. But before all of that happens, I think it's important to warn them. I agree with [USER=6925177]@arkwright[/USER] that the [I]specifics [/I]of who was killed, when and how, matter greatly - and I think that players who are used to just killing everyone might not realise this, so you should warn them. When a player says he is going to execute a prisoner, for example, tell them that their character would know that this is a war crime and that they will be put to trial if someone learns about it. This of course now means that the PCs who witness this might want to make some sort of a pact not to tell anyone about this. I think that's fine - that's part of what makes your group of RHC agents to [I]your[/I] group of RHC agents. That being said, I think that sort of "heheh, us against the establishment" is the wrong way to play this campaign and I advise against it. I think it should be clear to everyone at the table that the PCs are expected to behave as agents representing the king and country; that they are answerable to people above them and that they have a duty to the people below them. Why did they even become RHC agents in the first place, if not out of this duty? Eventually, after some incredible facts about the world become evident and the heroes get to be the Obscuraty for a while (in adv 7) there will probably be some heated discussions on morals - my group has even considered arranging a coup in Risur[I] out of duty to the country[/I]. That's brilliant and that's the point, but it should happen around then, not before. I suggest using Viscount Price-Hill as a reasonable and good authority figure, who uses the inspection in adv 3 not to "weed out bad apples" (although he does this with the really bad one, Saxby), but to bring his agents up to standards and give them a morale compass. Being an RHC agent isn't simple, in every adventure there will be questions of "should we do this" and "should we report this". That's good, that's part of the fun, as long as the players know there [I]are [/I]limits[I], [/I]and where they [I]generally [/I]are. [B]restricted magic or spells and items[/B] Adventure 2 says that invisibility in any form is restricted magic, and I get that. We want the Flint to feel generally 1890s London-ish, and that means we can't just have every burglar just flying around being invisible. From adventure 4 we also know that charming effects are very tricky, law-wise, in the Continent. In Risur it'll probably be the same. In my world, all of this doesn't affect fey, since they follow their own weird regulations, and very few of them are considered citizens of Risur and subject to its laws. Consider this: [B]Rare magic is rare: [/B]In my world, spells above level 2 are quite rare (and above 6 are almost unheard of). [B]Magic is a tool:[/B] Using Illusion to disguise yourself is fine; doing so [I]maliciously[/I] is the issue (a disguise kit is legal; using it to impersonate a person and con someone is not). Same for all other kinds of magic, except for a rare few; There is no "okay" way to use invisibility, so it's always restricted. [B]People with more power have more powerful magic: [/B]You can't scry on the king, because he has incredibly powerful protections against this. You can't enter a government building using illusion magic to look like a noble and voting in their name, because there's a druid that's overwatching every proceeding with [I]detect magic[/I]. (You [I]can[/I] use a [I]higher level[/I] spell to literally transform into that noble, and the druid won't know, because she doesn't have [I]true seeing[/I]) [/QUOTE]
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