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Mechanics of Revived Settings; your thoughts?
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<blockquote data-quote="tardigrade" data-source="post: 7388188" data-attributes="member: 6874311"><p>Very true (for the supplements and novels, at least - apart from the SSI games I don't recall any other PC adaptations until Baldur's Gate, and I can only think of ones from DL and FR. It's entirely possible I missed some, though). It doesn't prove the opposite either, though, and awareness of the setting on this thread seems pretty high.</p><p></p><p>I saw the request for a setting summary upthread; some of this has been said already, but basically:</p><p>- Bloodlines. Regents (mostly kings, not always) derive actual magical power from their heritage, which gives them extra abilities including realm actions (IIRC non-blooded regents were technically possible but massively hobbled). Bloodlines derived from specific dead gods, giving related powers, and blood power could be stolen by slaying other blooded characters or creatures. Non-blooded characters could become blooded by killing blooded characters; it wasn't 100% about heritage.</p><p></p><p>- Nature of magic. There was a very Celtic/pagan magic-in-opposition-to-civilisation feel: the magical potential of provinces was greatest for ancient-growth forest and was 'damaged' by development, and areas with high magical potential had sites of striking natural beauty (crystal caves, etc). There were ley lines, battle magic, etc. Critically, only Blooded characters could be wizards; there was a separate magician class for non-blooded magic-users that could use swords and (I think) medium armour, but could only cast spells from a couple of schools of magic above 2nd level - enchantment/charm and illusion, IIRC. No fireballs for you, commoner!</p><p></p><p>- Low-magic setting. Magic items were rare but powerful. There were entire magical materials that were setting-specific, like tighmaevril, a metal that allowed much more efficient bloodtheft. There were half a dozen known dragons in the whole setting but they were extremely intelligent and thousands of years old. There were no more dragons being born.</p><p></p><p>- Races. As mentioned above, there were human subraces and elves and dwarves were (at least initially) much more Other than in other settings, which suited me perfectly. Halflings were refugees from a terrible threat in the shadow realm.</p><p></p><p>Apart from the richness of the setting, one attraction to me was that it offered a mechanical explanation of parts of D&D better than any other setting. Why did regents risk going adventuring? Why were monarchies so popular? Why did so many wizards live in towers in the middle of nowhere?</p></blockquote><p></p>
[QUOTE="tardigrade, post: 7388188, member: 6874311"] Very true (for the supplements and novels, at least - apart from the SSI games I don't recall any other PC adaptations until Baldur's Gate, and I can only think of ones from DL and FR. It's entirely possible I missed some, though). It doesn't prove the opposite either, though, and awareness of the setting on this thread seems pretty high. I saw the request for a setting summary upthread; some of this has been said already, but basically: - Bloodlines. Regents (mostly kings, not always) derive actual magical power from their heritage, which gives them extra abilities including realm actions (IIRC non-blooded regents were technically possible but massively hobbled). Bloodlines derived from specific dead gods, giving related powers, and blood power could be stolen by slaying other blooded characters or creatures. Non-blooded characters could become blooded by killing blooded characters; it wasn't 100% about heritage. - Nature of magic. There was a very Celtic/pagan magic-in-opposition-to-civilisation feel: the magical potential of provinces was greatest for ancient-growth forest and was 'damaged' by development, and areas with high magical potential had sites of striking natural beauty (crystal caves, etc). There were ley lines, battle magic, etc. Critically, only Blooded characters could be wizards; there was a separate magician class for non-blooded magic-users that could use swords and (I think) medium armour, but could only cast spells from a couple of schools of magic above 2nd level - enchantment/charm and illusion, IIRC. No fireballs for you, commoner! - Low-magic setting. Magic items were rare but powerful. There were entire magical materials that were setting-specific, like tighmaevril, a metal that allowed much more efficient bloodtheft. There were half a dozen known dragons in the whole setting but they were extremely intelligent and thousands of years old. There were no more dragons being born. - Races. As mentioned above, there were human subraces and elves and dwarves were (at least initially) much more Other than in other settings, which suited me perfectly. Halflings were refugees from a terrible threat in the shadow realm. Apart from the richness of the setting, one attraction to me was that it offered a mechanical explanation of parts of D&D better than any other setting. Why did regents risk going adventuring? Why were monarchies so popular? Why did so many wizards live in towers in the middle of nowhere? [/QUOTE]
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