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Game of Thrones + Black Company = Dark Age Fun
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<blockquote data-quote="Imperialus" data-source="post: 3143032" data-attributes="member: 893"><p>I'm posting this mostly as a sounding board for some ideas that have been rattling around in my head for some time now. it's a little bit stream of consciousness at this point and defiantly needs fleshing out but I figured I'd gather opinions or suggestions based on what people think of this.</p><p></p><p>I've been toying with the idea of running a D&D game set in a low magic world inspired by the mythologies and beliefs of pagan England Ireland and Norway. The tech level would be late dark age around the turn of the millennium but without the christianization. Magic would also be present and functional but mostly manifesting through minor spells like omens, hexes, and enchanted tokens or runes placed on swords, helmets and shields.</p><p></p><p>I plan on ripping directly (or modifying) many of the classes from GoO's Game of Thones. I also plan on taking the reputation, influence and combat rules. I figure this will allow me to simulate the prickly honor and complicated web of loyalties that typifies celtic/norse culture. The combat rules are deadly enough (especially since most of the heavy armour won't be available) and though some of the classes will require modification to move away from GrrM's focus on the mounted knight I think I can make it work.</p><p></p><p>From the Black Company I plan on using the magic system. I'll need to heavily modify it though and change it's focus from flashy spells to minor divinations, hexes, protection and mind affecting spells. I also want to simplify the system considerably but I'm not sure how to go about doing it. The potential power of a wizard would defiantly be lowered (no dedicated spell casting class) though there would be a class that has knowledge arcana as a class skill probably based of the maester. If anyone has any ideas for how I could do this but still keep spell casting a viable option for PC's to pursue I'd like to hear it.</p><p></p><p>As for the rest I also plan on including Orcs, Dwarves, and Elves as playable races. I realize this differs from their mythological roots but I think I can work them in as separate yet distinct cultures. I'd view the Dwarves and Humans as being loosely allied largely against their common enemies Elves and Orcs. Orcs inhabit vast tracts of wilderness to the north living in small clans that raid back and forth with their human neighbors to the south east and their dwarven neighbors to the south west. Elves are sea reavers inhabiting a continent to the south and raiding up and down the coast fighting anyone they come across. The races would be quite similar culturally in many respects but treat each other very differently and with enough differentiation between cultures to make deals between races difficult. There will be no alignment (using the reputation system instead) so orcs are not irredeemably evil, simply short tempered violent expansionistic and more than willing to use their strength at arms to get what they want.</p><p></p><p>As play begins the PC's would be members of a household of considerable power whos holdings boarder the orcish tribes. The first few adventures would focus around them battling an orc tribe to the north and try to forge a lasting peace treaty between their house and the orcs. I'd then try to move the campaign in a more political direction once the players have had a chance to get their feet wet with the influence/reputation rules plus giving them a healthy dose of combat by getting them involved in the tribal politicking between various factions. I’ll likely have a group of 5-6 players so I’ll provide about 10 pregenerated characters with back stories written so that they fit into the house. I’ll vary the characters considerably however, possibly even including a few non-humans who are a part of the house serving as wards, hostages or even slaves. </p><p></p><p>As far as the human political structure goes I'm thinking that the various tribes owe their allegiance to a king who would be more akin to a marquees or duke in terms of how much power and influence he holds. The PC's would be members of one such royal household. Every 10 years there would be a gathering of kings where a high king would be elected from among the equals (similar to the Holy Roman Emperor). The high king's position would be largely powerless but he would serve as a rallying point during times of crisis such as an invasion or other catastrophe.</p><p></p><p>*edit* BTW does anyone know of any Game of Thrones communities that are still active? Now that GoO has shut down their forums arn't around anymore. Anyone know where the fans still hang out?</p></blockquote><p></p>
[QUOTE="Imperialus, post: 3143032, member: 893"] I'm posting this mostly as a sounding board for some ideas that have been rattling around in my head for some time now. it's a little bit stream of consciousness at this point and defiantly needs fleshing out but I figured I'd gather opinions or suggestions based on what people think of this. I've been toying with the idea of running a D&D game set in a low magic world inspired by the mythologies and beliefs of pagan England Ireland and Norway. The tech level would be late dark age around the turn of the millennium but without the christianization. Magic would also be present and functional but mostly manifesting through minor spells like omens, hexes, and enchanted tokens or runes placed on swords, helmets and shields. I plan on ripping directly (or modifying) many of the classes from GoO's Game of Thones. I also plan on taking the reputation, influence and combat rules. I figure this will allow me to simulate the prickly honor and complicated web of loyalties that typifies celtic/norse culture. The combat rules are deadly enough (especially since most of the heavy armour won't be available) and though some of the classes will require modification to move away from GrrM's focus on the mounted knight I think I can make it work. From the Black Company I plan on using the magic system. I'll need to heavily modify it though and change it's focus from flashy spells to minor divinations, hexes, protection and mind affecting spells. I also want to simplify the system considerably but I'm not sure how to go about doing it. The potential power of a wizard would defiantly be lowered (no dedicated spell casting class) though there would be a class that has knowledge arcana as a class skill probably based of the maester. If anyone has any ideas for how I could do this but still keep spell casting a viable option for PC's to pursue I'd like to hear it. As for the rest I also plan on including Orcs, Dwarves, and Elves as playable races. I realize this differs from their mythological roots but I think I can work them in as separate yet distinct cultures. I'd view the Dwarves and Humans as being loosely allied largely against their common enemies Elves and Orcs. Orcs inhabit vast tracts of wilderness to the north living in small clans that raid back and forth with their human neighbors to the south east and their dwarven neighbors to the south west. Elves are sea reavers inhabiting a continent to the south and raiding up and down the coast fighting anyone they come across. The races would be quite similar culturally in many respects but treat each other very differently and with enough differentiation between cultures to make deals between races difficult. There will be no alignment (using the reputation system instead) so orcs are not irredeemably evil, simply short tempered violent expansionistic and more than willing to use their strength at arms to get what they want. As play begins the PC's would be members of a household of considerable power whos holdings boarder the orcish tribes. The first few adventures would focus around them battling an orc tribe to the north and try to forge a lasting peace treaty between their house and the orcs. I'd then try to move the campaign in a more political direction once the players have had a chance to get their feet wet with the influence/reputation rules plus giving them a healthy dose of combat by getting them involved in the tribal politicking between various factions. I’ll likely have a group of 5-6 players so I’ll provide about 10 pregenerated characters with back stories written so that they fit into the house. I’ll vary the characters considerably however, possibly even including a few non-humans who are a part of the house serving as wards, hostages or even slaves. As far as the human political structure goes I'm thinking that the various tribes owe their allegiance to a king who would be more akin to a marquees or duke in terms of how much power and influence he holds. The PC's would be members of one such royal household. Every 10 years there would be a gathering of kings where a high king would be elected from among the equals (similar to the Holy Roman Emperor). The high king's position would be largely powerless but he would serve as a rallying point during times of crisis such as an invasion or other catastrophe. *edit* BTW does anyone know of any Game of Thrones communities that are still active? Now that GoO has shut down their forums arn't around anymore. Anyone know where the fans still hang out? [/QUOTE]
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