Tonguez said:
But this can still be the case for two reasons.
First the new arrivals are still busy with the tasks of establishing viable settlements, surviving in a hostile world, building an economy and making contact with other colonies to be worried about exploring the gates
Second the Gates work both ways and active use of the them can let Big Bads through as much as letting the PCs out
Third the energy required to use the gates may not be readily available in the current situation - the 50 yr old Settlements will be no where near the capacity needed to build Nexus Towers and cities in the Millions in order to power the Gates
I can live with that - but we should probably keep this deep, deep, deep in the background. After all, how many PCs are going to start at the high level neccessary to explore the gates?
I agree with having many older civilisations but not neccesarily on the issue of Evolutionary paths. I'd say Sahuagin and Lizardfolk are a different evolutionary route to Humans or Orcs but all of them are Humanoid.
OK, but then we should mention additional features in the physiological make-up in these creatures (additional digits, extra joints, and so on) that show clearly that these beings evolved elsewhere. Nothing that impacts game statistics, mind you - these things should mainly serve as a remainder that These Beings Are Not From Here.
Also I tend to subscribe to the theory that intelligent life (as humans would recognise it) that could survive on the same world as humans would probably evolve on earth-like worlds and along similar routes (ie opposable thumbs and fine manipulators (hands), and upright gait, omnivirous diet, complex social groups with young bounding with adults in a parent-child relationship - ie humanoids)
Ah.
Well, while I personally
don't subscribe to that belief (I think making
any prediction about intelligent life forms on other planets before we actually get to meet them is premature...), this
is D&D, after all...
Still, "humanoid" covers a wide ground, and we should make sure for this purpose that "lizardmen", for example, have little in common with terrestrial lizards except for a superficial resemblance...
Question
1. If there are no 'gods' to grant divine spells - how do clerics/paladins work in this world?
They still exist - the humans (elves, dwarves, etc.) brought them with them.
Personally, I'd like to keep the gods distant, impersonal forces that can only interact with the material plane through their clerics (and maybe a vision or two) - otherwise the question springs up why they didn't prevent the catastrophe (or at least teleported all their worshippers to the new world on their own). A good limitation would be that a god cannot know more than all his followers.
In fact, it should be possible for some of the more sceptic wizards that a cleric's spells are powered by the cleric's will alone, and that the gods are merely some kind of mass delusion... The truth should be unknown
2. Are we going for Psionics sans magic or Psionics with Magic?
The latter, though generally magic is only used by the newcomers, and psionics by the natives (though psionics springs up among the native-born newcomers, which scares a lot of people...).
3. What Tech level(s) are we going to be working with? Would a world in which Da Vincis inventions work be okay? Steamtech? Gunpowder? Lazer blasters!!!
In general, I'd say we should keep it at the "standard" D&D tech level. This ties in with my comments above that we keep the setting accessible - no "change for change's sake".
If we have some Mad Gnomish Steamtech Inventors somewhere, then that's OK - but they shouldn't dominate the setting. Most folks are simply trying to survive, and thus building up a high technology base is the least of their worries...
4. What is going to be the dominant race(s) - I vote Goblins , Hobgoblins and Blues!
Hmmm...
No, I think interest in this setting would be bigger if the setting focuses on the settlements of the "standard" D&D player character races.
"You have been dumped into an alien world and must struggle against the natives in a daily fight to survive!"
"Cool!"
"Oh, and the only races you can play are goblins, hobgoblins, and blues!"
"Huh?"
If we use my idea, we already have our "Big Idea", the thing that makes this setting different from all the others. Saying "goblins and hobgoblins" are the predominant races could be one change too much from standard D&D fantasy...
5. Can we please have Goblins as a playable Race...
Sure, why not?
While most humans are still going to distrust them, at least they aren't natives...
6. Can we please enslave and/or slaughter all Elves
- joking
What, completely wrecking their paradisical Island Home isn't enough for you?
I too vote that we take up Jurgens offer to be our gracious host and thank him most profusely for that
My pleasure.
Now we need someone volunteer for the position of Campaign Editor - the guy who reads through all the texts and turns them into something coherent and submits them to me.
(Like I said, starting in March, I
might be able to fill this position myself, since I
probably will be posted to an Amry university that presumably has internet access. But we need someone to do it until then.)
And, of course, we need a name for it.
Another idea
That we each create a character (say Level 5) who will be the leader of our colonies and who might one day become the Legendary heroes/villains of the world
I think that can wait until we have a rough idea about what kinds of colonies exist...
Another idea: Does anyone here have Fraktal Mapper (or equivalent program) and some experience with it? Then your homework for today (

) is to generate an interesting world map that serves as the base geography on which we can dump the colonists. Someone who knows a bit about geology and meterology can then figure out where rivers should flow and deserts spread.
And I know of at least one person on this thread who enjoys drawing maps... (Hi, Scorpio!

)