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New 3E World...from scratch....
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<blockquote data-quote="Jürgen Hubert" data-source="post: 528485" data-attributes="member: 7177"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>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?</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Ah.</p><p></p><p>Well, while I personally <em>don't</em> subscribe to that belief (I think making <em>any</em> prediction about intelligent life forms on other planets before we actually get to meet them is premature...), this <em>is</em> D&D, after all... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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...</p><p></p><p></p><p></p><p>They still exist - the humans (elves, dwarves, etc.) brought them with them.</p><p></p><p>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.</p><p></p><p>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</p><p></p><p></p><p></p><p>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...).</p><p></p><p></p><p></p><p>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".</p><p></p><p>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...</p><p></p><p></p><p></p><p>Hmmm...</p><p></p><p>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.</p><p></p><p>"You have been dumped into an alien world and must struggle against the natives in a daily fight to survive!"</p><p></p><p>"Cool!"</p><p></p><p>"Oh, and the only races you can play are goblins, hobgoblins, and blues!"</p><p></p><p>"Huh?"</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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...</p><p></p><p></p><p></p><p>Sure, why not?</p><p></p><p>While most humans are still going to distrust them, at least they aren't natives... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>What, completely wrecking their paradisical Island Home isn't enough for you? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>My pleasure.</p><p></p><p>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.</p><p></p><p>(Like I said, starting in March, I <em>might</em> be able to fill this position myself, since I <em>probably</em> will be posted to an Amry university that presumably has internet access. But we need someone to do it until then.)</p><p></p><p>And, of course, we need a name for it.</p><p></p><p></p><p></p><p>I think that can wait until we have a rough idea about what kinds of colonies exist...</p><p></p><p>Another idea: Does anyone here have Fraktal Mapper (or equivalent program) and some experience with it? Then your homework for today (<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) 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.</p><p></p><p>And I know of at least one person on this thread who enjoys drawing maps... (Hi, Scorpio! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 528485, member: 7177"] :D 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? 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. Ah. Well, while I personally [i]don't[/i] subscribe to that belief (I think making [i]any[/i] prediction about intelligent life forms on other planets before we actually get to meet them is premature...), this [i]is[/i] 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... 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 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...). 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... 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... Sure, why not? While most humans are still going to distrust them, at least they aren't natives... ;) What, completely wrecking their paradisical Island Home isn't enough for you? ;) 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 [i]might[/i] be able to fill this position myself, since I [i]probably[/i] 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. 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! :D) [/QUOTE]
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