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No love for Oathbound?
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<blockquote data-quote="DarkWhite" data-source="post: 1872666" data-attributes="member: 9027"><p>Hi BelenUmeria. When I first started reading Oathbound, I too was wary of the "one size fits all" approach. It just seemed a little too contrived. However, I must say, that reading further, I realise pulling characters in from other worlds is built thoroughly into the campaign background, and is the setting's prime motivator. In brief, seven god-like beings are trapped in this world, and attempt to attract and encourage powerful adventurers in the hope that might break free!</p><p></p><p>I also like the new races, because they represent beings are pulled from all manner of worlds. Some people have expressed a disliking for the "furry" nature of many of the races. However, I think this helps to differentiate them from the more standard elves, dwarves, half-orcs etc familiar to other worlds, and perhaps are better reflect the geographic, wilderness and aquatic nature of many of Oathbound's locations.</p><p></p><p>As far as the setting being unique, and having it's own bounds, I think if you read further, there is much to make Oathbound unique. The world is separated into seven distinct realms. Each realm is ruled by a different domain lord, has uniquely different geographic features and other characteristics which add both flavour and challenge to each realm.</p><p></p><p>As GM, you set the restrictions as far which characters are encountered or allowed. The Forge does not have to be swarming with Warforged, Drow and Kender, and it does not have to resemble Sigil. I realise that Oathbound includes Elves, Dwarves and other standard races; however, it doesn't have to. Oathbound is populated by enough races unique to the world, that you character may be the only Dwarf you ever meet, your armour may have to be custom-fit, and you're challenged by cultures and races totally alien to you on a daily basis. I think you'll find any number of restrictions giving Oathbound it's own uniqueness.</p></blockquote><p></p>
[QUOTE="DarkWhite, post: 1872666, member: 9027"] Hi BelenUmeria. When I first started reading Oathbound, I too was wary of the "one size fits all" approach. It just seemed a little too contrived. However, I must say, that reading further, I realise pulling characters in from other worlds is built thoroughly into the campaign background, and is the setting's prime motivator. In brief, seven god-like beings are trapped in this world, and attempt to attract and encourage powerful adventurers in the hope that might break free! I also like the new races, because they represent beings are pulled from all manner of worlds. Some people have expressed a disliking for the "furry" nature of many of the races. However, I think this helps to differentiate them from the more standard elves, dwarves, half-orcs etc familiar to other worlds, and perhaps are better reflect the geographic, wilderness and aquatic nature of many of Oathbound's locations. As far as the setting being unique, and having it's own bounds, I think if you read further, there is much to make Oathbound unique. The world is separated into seven distinct realms. Each realm is ruled by a different domain lord, has uniquely different geographic features and other characteristics which add both flavour and challenge to each realm. As GM, you set the restrictions as far which characters are encountered or allowed. The Forge does not have to be swarming with Warforged, Drow and Kender, and it does not have to resemble Sigil. I realise that Oathbound includes Elves, Dwarves and other standard races; however, it doesn't have to. Oathbound is populated by enough races unique to the world, that you character may be the only Dwarf you ever meet, your armour may have to be custom-fit, and you're challenged by cultures and races totally alien to you on a daily basis. I think you'll find any number of restrictions giving Oathbound it's own uniqueness. [/QUOTE]
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