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General Tabletop Discussion
*TTRPGs General
Magical worlds-- different styles of rules.
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<blockquote data-quote="Charles Gray" data-source="post: 1790511" data-attributes="member: 8661"><p><strong>setting.</strong></p><p></p><p>Thanks for your comments. </p><p></p><p> See one of the problems is that this setting is based on the "rapture" idea-- you get a bunch of people (mostly teens) from earth, and dump them in the new world. Mainly this is to have a magic setting-- but you also have people with a 21st century view. </p><p> Unfortunately, the minute I started thinking about this, I ran into troubles. Some players would want to start their characters off making guns, bombs, etc. Now granted, it's a lot harder than it looks-- but OTH, the entities responsible in the setting wanted a different society-- and given that we have magic, which as was pointed out, doesn't just break the laws of physics, it makes them run home sobbing to mommy, I thought it might be a better idea to just short the entire process.</p><p> As it is, I'm working on a three product set-- five years "after arrival" (because some playtesters convinced me that OGL log cabin doesn't work, and 5 years is long enough to have some settlements, and short enough that people are still arriving), 50 years, and then 150 years. </p><p></p><p> Generally, the as the books increase, you get higher population densities in some areas (although given the region is the size of North and Latin Ameirca put together, and the initial drop off is somewhere around 100,000 people, you can see how even 150 years later, there will be a lot of empty space). Most importantly, magic changes-- in the first product, magery is very much sorcery style, although using the Grim Tales mechanic (modified)-- most people learn by doing. 50 and 150 years later, magery has become much more understood and codified, to the poitn where you have "mages" who rather than cast spells against monsters, spend time doing stuff like making fields fertile, etc.</p></blockquote><p></p>
[QUOTE="Charles Gray, post: 1790511, member: 8661"] [b]setting.[/b] Thanks for your comments. See one of the problems is that this setting is based on the "rapture" idea-- you get a bunch of people (mostly teens) from earth, and dump them in the new world. Mainly this is to have a magic setting-- but you also have people with a 21st century view. Unfortunately, the minute I started thinking about this, I ran into troubles. Some players would want to start their characters off making guns, bombs, etc. Now granted, it's a lot harder than it looks-- but OTH, the entities responsible in the setting wanted a different society-- and given that we have magic, which as was pointed out, doesn't just break the laws of physics, it makes them run home sobbing to mommy, I thought it might be a better idea to just short the entire process. As it is, I'm working on a three product set-- five years "after arrival" (because some playtesters convinced me that OGL log cabin doesn't work, and 5 years is long enough to have some settlements, and short enough that people are still arriving), 50 years, and then 150 years. Generally, the as the books increase, you get higher population densities in some areas (although given the region is the size of North and Latin Ameirca put together, and the initial drop off is somewhere around 100,000 people, you can see how even 150 years later, there will be a lot of empty space). Most importantly, magic changes-- in the first product, magery is very much sorcery style, although using the Grim Tales mechanic (modified)-- most people learn by doing. 50 and 150 years later, magery has become much more understood and codified, to the poitn where you have "mages" who rather than cast spells against monsters, spend time doing stuff like making fields fertile, etc. [/QUOTE]
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