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LOW FANTASY settings/adventures: WHERE? WHEN?
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<blockquote data-quote="jkantor" data-source="post: 168767" data-attributes="member: 3488"><p>Mythic Earth looks like it has potential and so do many of the Avalanche offerings. However, I've run my games like this since about 1980. (One of the reasons why I have no interest in supplements like the Book of Eldritch Might.)</p><p></p><p>What I've found the primary advantage of such an approach to be isn't the grittiness per se - but the fact that when you introduce the magical, horrific, and otherworldly in subtle and/or limited ways, you keep the mystery and wonder alive. After all that's what Tolkien - even with elves, dwarves, etc. - does. Of course another key to Tolkien is the strong thematic continuity - something you also see in the Wheel of Time.</p><p></p><p>Currently, I'm working on a campaign starting in historical Japan (a la Sengoku), but where I will introduce elements of Oriental Adventures/Rokugan as time goes by. (Of course the players won't know ahead of time just what - or when!)</p><p></p><p>On a more contemporary note, Darwin's World has this kind of feel.</p><p></p><p>I think to be marketable, however, a product should be usable in a range of ways. What I'd like to do with the d20 company that I'm starting is to do just that - provide well-written adventures that could be used in a variety of campaigns. The key, of course, is to emphasize the motivations of the characters and not their equipment. The real problem with writing a generic D&D adventure is that it will be almost impossible to provide the strong thematic center that you also need.</p></blockquote><p></p>
[QUOTE="jkantor, post: 168767, member: 3488"] Mythic Earth looks like it has potential and so do many of the Avalanche offerings. However, I've run my games like this since about 1980. (One of the reasons why I have no interest in supplements like the Book of Eldritch Might.) What I've found the primary advantage of such an approach to be isn't the grittiness per se - but the fact that when you introduce the magical, horrific, and otherworldly in subtle and/or limited ways, you keep the mystery and wonder alive. After all that's what Tolkien - even with elves, dwarves, etc. - does. Of course another key to Tolkien is the strong thematic continuity - something you also see in the Wheel of Time. Currently, I'm working on a campaign starting in historical Japan (a la Sengoku), but where I will introduce elements of Oriental Adventures/Rokugan as time goes by. (Of course the players won't know ahead of time just what - or when!) On a more contemporary note, Darwin's World has this kind of feel. I think to be marketable, however, a product should be usable in a range of ways. What I'd like to do with the d20 company that I'm starting is to do just that - provide well-written adventures that could be used in a variety of campaigns. The key, of course, is to emphasize the motivations of the characters and not their equipment. The real problem with writing a generic D&D adventure is that it will be almost impossible to provide the strong thematic center that you also need. [/QUOTE]
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