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Iron Heroes, True Sorcery, and Desert Sands....
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<blockquote data-quote="ValhallaGH" data-source="post: 3283517" data-attributes="member: 41187"><p>For setting: you may find the <a href="http://enworld.rpgnow.com/product_info.php?products_id=7065" target="_blank"><em>Tales of the Caliphate Nights</em> </a>setting extremely useful for some flavor, background and insight into a persian-fantasy RPG. You may even find yourself simply using the setting.</p><p>It is based upon the True20 system, but given the excellence of that ruleset I don't consider that to be a drawback.</p><p></p><p>For magic: You'll want to examine the Truename appendix, obviously.</p><p>I'm going to suggest that you borrow a page from the Dreaded Sorcerer and <em>don't</em> allow your PCs to have access to all forms of magic. Not only will this keep certain types new, interesting and frightening, it will allow you to adapt and use them in the ways needed for your story rather than by a set of rules that your players can also manipulate.</p><p></p><p>What magics you should allow them to command depends upon a few setting-based questions. Questions that you have yet to provide a real basis for.</p><p></p><p>For system: Iron Heroes is an excellent choice. If you're interested, the errata is available <a href="http://ironheroesfaq.pbwiki.com/" target="_blank">here</a> and the official forums (complete with a fully empowered answerer of questions) is <a href="http://p222.ezboard.com/fokayyourturnfrm36" target="_blank">here</a>. You don't need any of that stuff to play it but I mention it because it may be very helpful.</p><p></p><p>If you don't have them yet, you'll want to pick up Mastering Iron Heroes and the Iron Heroes Bestiary. The first has lots of tips on zones, NPCs (including Villain Classes), environments, experience and magic items. It's all included to help you get the tone of game you want. (That 'you' would apply as much in the particular as the general in this case.) The second product is a monster manual with monsters of various qualities and CRs; what makes it absolutely worth getting are the three villain classes it includes (Champion, Hell Knight and Demonic Minion). The other creatures are interesting and fun but the villain classes are what keep you from ever regretting the purchase.</p><p></p><p>For story: Before I give any other advice, I feel the need to give you a probably unnecessary warning. Do not get so caught up in a plot that you railroad the players. Half the fun of running anything is reacting to the choices and decisions of the party. (That's also most of the headaches. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>To know where you want to go, you have to think about where you've been. Have your players unleashed a mystical plague that ravaged the world until they solved it? Would they have fun with that sort of game? </p><p>Do various members of the group need combat, investigation, politics, haggling, socializing or any other type of adventure? If they need such elements to maintain their fun and interest then you need to include such elements.</p><p>Has your party actually saved a world? Have they been the only line between salvation and destruction? Would they want to be?</p><p>These and similar questions are all very important when considering a new campaign with an established group. I hope some of this was helpful and that I can be of further help.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3283517, member: 41187"] For setting: you may find the [url=http://enworld.rpgnow.com/product_info.php?products_id=7065][i]Tales of the Caliphate Nights[/i] [/url]setting extremely useful for some flavor, background and insight into a persian-fantasy RPG. You may even find yourself simply using the setting. It is based upon the True20 system, but given the excellence of that ruleset I don't consider that to be a drawback. For magic: You'll want to examine the Truename appendix, obviously. I'm going to suggest that you borrow a page from the Dreaded Sorcerer and [i]don't[/i] allow your PCs to have access to all forms of magic. Not only will this keep certain types new, interesting and frightening, it will allow you to adapt and use them in the ways needed for your story rather than by a set of rules that your players can also manipulate. What magics you should allow them to command depends upon a few setting-based questions. Questions that you have yet to provide a real basis for. For system: Iron Heroes is an excellent choice. If you're interested, the errata is available [url=http://ironheroesfaq.pbwiki.com/]here[/url] and the official forums (complete with a fully empowered answerer of questions) is [url=http://p222.ezboard.com/fokayyourturnfrm36]here[/url]. You don't need any of that stuff to play it but I mention it because it may be very helpful. If you don't have them yet, you'll want to pick up Mastering Iron Heroes and the Iron Heroes Bestiary. The first has lots of tips on zones, NPCs (including Villain Classes), environments, experience and magic items. It's all included to help you get the tone of game you want. (That 'you' would apply as much in the particular as the general in this case.) The second product is a monster manual with monsters of various qualities and CRs; what makes it absolutely worth getting are the three villain classes it includes (Champion, Hell Knight and Demonic Minion). The other creatures are interesting and fun but the villain classes are what keep you from ever regretting the purchase. For story: Before I give any other advice, I feel the need to give you a probably unnecessary warning. Do not get so caught up in a plot that you railroad the players. Half the fun of running anything is reacting to the choices and decisions of the party. (That's also most of the headaches. ;) ) To know where you want to go, you have to think about where you've been. Have your players unleashed a mystical plague that ravaged the world until they solved it? Would they have fun with that sort of game? Do various members of the group need combat, investigation, politics, haggling, socializing or any other type of adventure? If they need such elements to maintain their fun and interest then you need to include such elements. Has your party actually saved a world? Have they been the only line between salvation and destruction? Would they want to be? These and similar questions are all very important when considering a new campaign with an established group. I hope some of this was helpful and that I can be of further help. [/QUOTE]
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