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Iron Age Celtic setting ideas...
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<blockquote data-quote="Sylrae" data-source="post: 5234920" data-attributes="member: 48520"><p>Well some of the problems have been addressed. I like the ancestral power groups and the clan focus you had set up before. I would have suggested you keep one or the other, but not ditch both.</p><p></p><p>You're going a route with this material that makes it less appealing by making the class so tied to setting specific game mechanics. The more stuff you have that can be used in people's home games, possibly existing home games, the more likely it is to see use.</p><p></p><p>Someone may not have a use for a celtic setting, but if you have good content that they can use in their other PFRPG Games, there's still lots of useable stuff in it.</p><p></p><p>Example: Back when we played D&D 3.5, in our groups, even when we weren't playing Forgotten Realms, the realms books were fair game for prestige classes, spells, races, feats, and equipment. FOr races, Prestige Classes, and Feats, you'd have to show it to the DM, but very rarely did they disallow it.</p><p></p><p>Comparing that to another book: OGL Steampunk (Mongoose Press): A book I had. Nobody ever wanted to run a straight OGL Steampunk game, though I picked it up because it looked interesting. The class mechanic was drastically changed, so none of the existing material was compatible with any other D&D book. </p><p>I wanted to run a gambler class from that book once, but to do it, I had to rewrite more than half the class, even with the OGL Steampunk book in front of me for inspiration. </p><p>After that, the book became delegated to one thing, and I copied and adjusted even that so the book now just sits on my shelf. (That one thing was an equipment table for firearms, and a malfunction table for if you roll a 1-3 with the firearm). We only allowed the flintlocks on that table too, so we only used half of it, as the percussion cap firearms were too high tech for our games.</p><p></p><p>DO you get where I'm going with this? New Game options and mechanics should be able to be plugged into an existing game seamlessly. If you're going to tie it to new mechanics that are game-wide instead of just class-wide, then you should have a way to use the material in games without your new mechanics also listed.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5234920, member: 48520"] Well some of the problems have been addressed. I like the ancestral power groups and the clan focus you had set up before. I would have suggested you keep one or the other, but not ditch both. You're going a route with this material that makes it less appealing by making the class so tied to setting specific game mechanics. The more stuff you have that can be used in people's home games, possibly existing home games, the more likely it is to see use. Someone may not have a use for a celtic setting, but if you have good content that they can use in their other PFRPG Games, there's still lots of useable stuff in it. Example: Back when we played D&D 3.5, in our groups, even when we weren't playing Forgotten Realms, the realms books were fair game for prestige classes, spells, races, feats, and equipment. FOr races, Prestige Classes, and Feats, you'd have to show it to the DM, but very rarely did they disallow it. Comparing that to another book: OGL Steampunk (Mongoose Press): A book I had. Nobody ever wanted to run a straight OGL Steampunk game, though I picked it up because it looked interesting. The class mechanic was drastically changed, so none of the existing material was compatible with any other D&D book. I wanted to run a gambler class from that book once, but to do it, I had to rewrite more than half the class, even with the OGL Steampunk book in front of me for inspiration. After that, the book became delegated to one thing, and I copied and adjusted even that so the book now just sits on my shelf. (That one thing was an equipment table for firearms, and a malfunction table for if you roll a 1-3 with the firearm). We only allowed the flintlocks on that table too, so we only used half of it, as the percussion cap firearms were too high tech for our games. DO you get where I'm going with this? New Game options and mechanics should be able to be plugged into an existing game seamlessly. If you're going to tie it to new mechanics that are game-wide instead of just class-wide, then you should have a way to use the material in games without your new mechanics also listed. [/QUOTE]
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