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I'm making my own setting book [PFDR] & [4E], thoughts?
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<blockquote data-quote="fireinthedust" data-source="post: 5872619" data-attributes="member: 51930"><p>But that's the thing: you're calling them races. Consider whether they are or are not a race or if they're just a randomly-formed bundle of mutation powers.</p><p></p><p>You've got 4500 years+ (if the calendars are messed about with) to create a culture or explain why a group exists. This is important for more civilized local races, or for cities with dungeons under them, or what have you. Dwarves could easily have a culture.</p><p></p><p>However, most of what you're talking about (and what I think sets this setting apart) is that you DON'T have set races. You've got the potential with that on top of having set races.</p><p></p><p>You could have both: a small number of existent races (elves (maybe), dwarves (cause of the underground thing), tieflings, changelings; done!) and then either random mutations packages, or else have all the others just be options for mutations. No cultural information, no "they do this", as they're just humans who look funny.</p><p></p><p>Heck, even what the books I mentioned have: a table for random appearance changes that have zero mechanical effect.</p><p></p><p>I don't have 4e Gamma world, but that's another thing that could be helpful for the 4e games.</p><p></p><p></p><p></p><p>Or something like the Void, I dunno. Not having a group of real "evil" in the setting is a weird place to cut back considering you need necromancers, cultists, alienists, etc. I mean, yes, there's the LvC focus, but why have the GvE axis at all if it doesn't have teeth? </p><p></p><p>Maybe Accord, Neutrals (the majority of who would be chaotic), and actively destructive chaos types? (anarchist's league?)</p><p></p><p></p><p></p><p></p><p>See, that's another thing: why cement yourself because of a few situational, and frankly forgettable spells? They're from the Michael Moorcock stories about Elric, and from a very hard-line part of the history of D&D. I don't know that they fit into a setting as imaginative and different as yours is/looks like it will be (ie: when you're done with it). If you feel they do, sure go for it. But ask yourself seriously if you need it, then if you want it anyway, and then if you think the setting should have it.</p><p></p><p></p><p>Language: No one cares. "Common" is English. If it isn't usable in play, it's extra time spent NOT roleplaying. In a world with flying islands and humans living around hungry, magical dragons/vampires/orcs/fiends/the Monster Manual, are we really getting hung up on the realism of English surviving? Maybe there was an order of militant psionic grammarians (the sisterhood of Mercury Grammarius) who grafted English onto the collective unconscious so they wouldn't have to drop their budget on updating new editions. There, done!</p><p></p><p></p><p>Okay, I'm going to finish some sci-fi stories and setting concepts I've been working on before I get wrapped up too far in your ideas. Post updates here, I'm interested! PM me if you feel like it!</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5872619, member: 51930"] But that's the thing: you're calling them races. Consider whether they are or are not a race or if they're just a randomly-formed bundle of mutation powers. You've got 4500 years+ (if the calendars are messed about with) to create a culture or explain why a group exists. This is important for more civilized local races, or for cities with dungeons under them, or what have you. Dwarves could easily have a culture. However, most of what you're talking about (and what I think sets this setting apart) is that you DON'T have set races. You've got the potential with that on top of having set races. You could have both: a small number of existent races (elves (maybe), dwarves (cause of the underground thing), tieflings, changelings; done!) and then either random mutations packages, or else have all the others just be options for mutations. No cultural information, no "they do this", as they're just humans who look funny. Heck, even what the books I mentioned have: a table for random appearance changes that have zero mechanical effect. I don't have 4e Gamma world, but that's another thing that could be helpful for the 4e games. Or something like the Void, I dunno. Not having a group of real "evil" in the setting is a weird place to cut back considering you need necromancers, cultists, alienists, etc. I mean, yes, there's the LvC focus, but why have the GvE axis at all if it doesn't have teeth? Maybe Accord, Neutrals (the majority of who would be chaotic), and actively destructive chaos types? (anarchist's league?) See, that's another thing: why cement yourself because of a few situational, and frankly forgettable spells? They're from the Michael Moorcock stories about Elric, and from a very hard-line part of the history of D&D. I don't know that they fit into a setting as imaginative and different as yours is/looks like it will be (ie: when you're done with it). If you feel they do, sure go for it. But ask yourself seriously if you need it, then if you want it anyway, and then if you think the setting should have it. Language: No one cares. "Common" is English. If it isn't usable in play, it's extra time spent NOT roleplaying. In a world with flying islands and humans living around hungry, magical dragons/vampires/orcs/fiends/the Monster Manual, are we really getting hung up on the realism of English surviving? Maybe there was an order of militant psionic grammarians (the sisterhood of Mercury Grammarius) who grafted English onto the collective unconscious so they wouldn't have to drop their budget on updating new editions. There, done! Okay, I'm going to finish some sci-fi stories and setting concepts I've been working on before I get wrapped up too far in your ideas. Post updates here, I'm interested! PM me if you feel like it! [/QUOTE]
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I'm making my own setting book [PFDR] & [4E], thoughts?
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