Thumper3333
First Post
Check out the Swashbuckling adventures books. The core book offers a nice setting in that genre. Not sure how many modules are out there for it, but I recomend you check it out.
Caspian Marqine said:I'm going to be starting a renaissance era D&D game set on Earth, tho I'm having problems figuring out adventure ideas, the curse of depending on D&D tropes to set up adventures I supposeI'm figuring on setting it around 1498-1510 in Italy and having it wander from there. Any ideas?
Vrecknidj said:Jonathan,
What role will arcane magic and divine magic have in this campaign? What about churches generally (i.e. it's basically impossible to understand the Renaissance Era in real life without understanding the influences of thinkers from Augustine to Aquinas to Luther)?
A friend of mine runs a campaign set in a modified real world around 1100 AD. In this campaign, Rome never completely fell, Britain never became too influenced by Rome (however, the Normans still succeeded there), Egypt developed strong powers in necromancy, and the Black Forest really was filled with elves and dragons and goblins.
Currently, in his campaign, the King of England is against arcane magic so his lords and other nobles have to figure out where their loyalties are. The elves that live on the island don't really respect human borders (much the way animals don't really respect human borders in the real world), but still have to deal with them anyway. So, there's lots to do, plenty of adventures, etc., even though there's more than enough of the sort of boring drudgery that made up a normal person's life back then.
Dave
Caspian Marqine said:Also, wanting to dumb down the cleric somewhat and introduce a more "priestly" cleric, along the lines of the intellectual one presented in Unearthed Arcana but more capable of being the party voice, etc.