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<blockquote data-quote="Snapdragyn" data-source="post: 6135115" data-attributes="member: 12432"><p>I'm about to dip my toe into the DMing waters - 3rd time's the charm?</p><p></p><p>I'm hoping to find an adventure module or AP (3.5 or Pathfinder) which can easily be refluffed (& to some extent recrunched) to fit the details of the game world I have planned. The main essentials [w/ thoughts on desired characteristics in a module]:</p><p></p><p>- 3.5 or Pathfinder</p><p></p><p>- an Ice Age world. [Anything that doesn't depend on hot climates or jungles for story could probably be retooled for this, though.]</p><p></p><p>- society fairly 'Dark Ages'. The great wonders of the past age are distant memories, & finding relics from that culture is a path to fortune... or death. [Magepunk out. High fantasy magic out.]</p><p></p><p>- low- to medium-magic: probably using some version of spell points/vitality coast, lots of banned types of magic (any sort of teleport, any sort of summoning, probably any sort of polymorph or at least very restricted). [See last point.]</p><p></p><p>- melee classes have some degree of access to Tome of Battle maneuvers (w/ same restrictions as magic, i.e. no teleport, etc.). [Probably easy to add, just may need to bump encounters up a bit.]</p><p></p><p>- no other planes exist (although it's at least possible that the races of the world may believe that they do). [Planar travel out. Fluff relating to other planes at least flexible enough to be retooled.]</p><p></p><p>So far I've heard of the Slumbering Tsar Saga - the feel of the Desolation is spot on, but there would be a LOT of retooling needed to remove the extraplanar references (& I've only reviews to go on, haven't seen the module itself to have any idea just how difficult that might be). Anyone have other suggestions?</p></blockquote><p></p>
[QUOTE="Snapdragyn, post: 6135115, member: 12432"] I'm about to dip my toe into the DMing waters - 3rd time's the charm? I'm hoping to find an adventure module or AP (3.5 or Pathfinder) which can easily be refluffed (& to some extent recrunched) to fit the details of the game world I have planned. The main essentials [w/ thoughts on desired characteristics in a module]: - 3.5 or Pathfinder - an Ice Age world. [Anything that doesn't depend on hot climates or jungles for story could probably be retooled for this, though.] - society fairly 'Dark Ages'. The great wonders of the past age are distant memories, & finding relics from that culture is a path to fortune... or death. [Magepunk out. High fantasy magic out.] - low- to medium-magic: probably using some version of spell points/vitality coast, lots of banned types of magic (any sort of teleport, any sort of summoning, probably any sort of polymorph or at least very restricted). [See last point.] - melee classes have some degree of access to Tome of Battle maneuvers (w/ same restrictions as magic, i.e. no teleport, etc.). [Probably easy to add, just may need to bump encounters up a bit.] - no other planes exist (although it's at least possible that the races of the world may believe that they do). [Planar travel out. Fluff relating to other planes at least flexible enough to be retooled.] So far I've heard of the Slumbering Tsar Saga - the feel of the Desolation is spot on, but there would be a LOT of retooling needed to remove the extraplanar references (& I've only reviews to go on, haven't seen the module itself to have any idea just how difficult that might be). Anyone have other suggestions? [/QUOTE]
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