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<blockquote data-quote="SHARK" data-source="post: 135187" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>MMADSEN wrote:</p><p></p><p>"Go for it. Restrict classes to Fighter, Rogue, Expert, etc., use the Cthulhu magic rules, stick to Dire Animals, degenerate subhumans (Orcs by another name), and fiends, and restrict equipment to ancient technology (giant pyramids and city walls, but no full plate armor). Oh, and don't forget the scheming, voluptuous priestesses worshipping their demoniac statue in the bowels of a long forgotten unholy temple."</p><p>____________________________________________________</p><p>End Quote.</p><p></p><p>LOL! I just loved this! So true, so true!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It's kinda strange, because I really love Tolkein and Faery/Myth. I probably have most of my campaign world with that kind of flavour. However, in some rougher areas of the campaign, I have the local flavour developed with a more Conanesque style. I suppose it allows for a greater range of variety, if and when the players or the campaign focus should need it. I agree though that one cannot mix and max indiscriminately without a great loss of momentum, or consistancy. The two flavour styles--while both offer salient strengths, are foundationally different enough to be incongruous. Blend with caution!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>On the Tolkein/Faery Myth note, I find the ancient Celtic, and Arthurian Britain myths and themes to simply be beautifully evocative, flexible, endlessly entertaining, and irresistable!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 135187, member: 1131"] Greetings! MMADSEN wrote: "Go for it. Restrict classes to Fighter, Rogue, Expert, etc., use the Cthulhu magic rules, stick to Dire Animals, degenerate subhumans (Orcs by another name), and fiends, and restrict equipment to ancient technology (giant pyramids and city walls, but no full plate armor). Oh, and don't forget the scheming, voluptuous priestesses worshipping their demoniac statue in the bowels of a long forgotten unholy temple." ____________________________________________________ End Quote. LOL! I just loved this! So true, so true!:) It's kinda strange, because I really love Tolkein and Faery/Myth. I probably have most of my campaign world with that kind of flavour. However, in some rougher areas of the campaign, I have the local flavour developed with a more Conanesque style. I suppose it allows for a greater range of variety, if and when the players or the campaign focus should need it. I agree though that one cannot mix and max indiscriminately without a great loss of momentum, or consistancy. The two flavour styles--while both offer salient strengths, are foundationally different enough to be incongruous. Blend with caution!:) On the Tolkein/Faery Myth note, I find the ancient Celtic, and Arthurian Britain myths and themes to simply be beautifully evocative, flexible, endlessly entertaining, and irresistable!:) Semper Fidelis, SHARK [/QUOTE]
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