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Heroic Dark Fantasy Campaign
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<blockquote data-quote="Gold Roger" data-source="post: 2676850" data-attributes="member: 33904"><p>Hm, sounds alot like diablo (the computer games) to me. Not in the one hero singlehandedly slays hell kind of way. But in Diablo you mostly have a dark and evil world/enviroment and few really significant forces of good.</p><p></p><p>I don't have such a big amount of gamebooks I could mention, let alone obscure ones. Lords of Madness is a excelent choice and Libris Mortis isn't to shabby as well, but I think you already use those.</p><p></p><p>Even if you don't want to switch systems, I'd still suggest you may take a look at some Warhammer stuff. Especially army books from the wargame can be filtered for some inspiration, not only warhammer but also from warhammer 40.000. The inspiration you could get from these books don't warrant a purchase, but if you have a friend that could lend you some I'd go for it.</p><p></p><p>Real world mythology and farie tales can be a inspiration to such a game as well. Pick such a story and look how it could be twisted to be more wicked and corrupt.</p><p></p><p>On the mechanical I'd say watch closely what you allow to your players. Your concept sounds like athmosphere is number one priority. So I'd watch out for every non-core mechanic that could hurt it, especailly if the fluff is to lighthearted in tone.</p><p></p><p>It also seems to me that the setting is rather black and white (there's evil and not evil) and very concentrated on the stuggle good vs evil, so I'd emphasize alignment oriented spells.</p><p></p><p>On the setting itself there is the question, why is this world such a wicked place. The easiest answer is that every real power comes from evil source. This would have to be ruled out here, since it wouldn't exactly allow the PC's to be good and powerfull and thus rule out heroism.</p><p> Other options are: Power can be archived with good, but it's much harder. Evil is the way of least resistance and most people tend to take the easy way or lack the ability to take the hard way (not exactly the same, a genious with great self control could still prefer the easy way).</p><p> The other option is that the world isn't fighting the war of good and evil. The war has ended and good didn't win or the war is about to end with good in the loosing position. This would put the PC's into a role as last chance, guerillias or prphecised savior that would bring the rebellion or return the golden age. Many great stories use the last, like matrix (only part one, part two didn't carry this in a good way and three never existed<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />), star wars and Lord of the Rings.</p><p></p><p></p><p></p><p>Sounds dark, but not exactly heroic. To me heroic means that you actually have a chance to change things, if even on an extremely small scale, not to have the PC's good deeds bend around to bite their ass.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 2676850, member: 33904"] Hm, sounds alot like diablo (the computer games) to me. Not in the one hero singlehandedly slays hell kind of way. But in Diablo you mostly have a dark and evil world/enviroment and few really significant forces of good. I don't have such a big amount of gamebooks I could mention, let alone obscure ones. Lords of Madness is a excelent choice and Libris Mortis isn't to shabby as well, but I think you already use those. Even if you don't want to switch systems, I'd still suggest you may take a look at some Warhammer stuff. Especially army books from the wargame can be filtered for some inspiration, not only warhammer but also from warhammer 40.000. The inspiration you could get from these books don't warrant a purchase, but if you have a friend that could lend you some I'd go for it. Real world mythology and farie tales can be a inspiration to such a game as well. Pick such a story and look how it could be twisted to be more wicked and corrupt. On the mechanical I'd say watch closely what you allow to your players. Your concept sounds like athmosphere is number one priority. So I'd watch out for every non-core mechanic that could hurt it, especailly if the fluff is to lighthearted in tone. It also seems to me that the setting is rather black and white (there's evil and not evil) and very concentrated on the stuggle good vs evil, so I'd emphasize alignment oriented spells. On the setting itself there is the question, why is this world such a wicked place. The easiest answer is that every real power comes from evil source. This would have to be ruled out here, since it wouldn't exactly allow the PC's to be good and powerfull and thus rule out heroism. Other options are: Power can be archived with good, but it's much harder. Evil is the way of least resistance and most people tend to take the easy way or lack the ability to take the hard way (not exactly the same, a genious with great self control could still prefer the easy way). The other option is that the world isn't fighting the war of good and evil. The war has ended and good didn't win or the war is about to end with good in the loosing position. This would put the PC's into a role as last chance, guerillias or prphecised savior that would bring the rebellion or return the golden age. Many great stories use the last, like matrix (only part one, part two didn't carry this in a good way and three never existed:P), star wars and Lord of the Rings. Sounds dark, but not exactly heroic. To me heroic means that you actually have a chance to change things, if even on an extremely small scale, not to have the PC's good deeds bend around to bite their ass. [/QUOTE]
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