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Not sure where to put this....d20 Modern PS Intro
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<blockquote data-quote="Graf" data-source="post: 3287085" data-attributes="member: 3087"><p>YOu've obviously worked hard on this and I want to comment, but it's tricky to do so meaningfully I think.</p><p></p><p>As a general comment "X is totally unchanged and yet the same" is a valid narrative contruction. [edit= But it taxes the reader and also prevents clear transmission of information.]</p><p></p><p>Just general thoughts</p><p>1. You look like you're mixing SpellJammer and Planescape. Which is cool but they don't mix so easily.</p><p>PS travel is usually small scale transport through magical gates (like doorways).</p><p>2. The Githyanki are generally the most hostile race out there. They generally 'fly' through the astral and go in and out of portals. Githyanki-developed-ships don't have any precidence really. They also aren't normally "searching for Gith"; they're "serving their evil witch queen who killed Gith". You present them both as a sort of trader-between-worlds but later as an invading force.</p><p>3. The transmissive plane sounds interesting and leads to a slightly more techo-science feel. If it is the source of all magic does that mean it's also transitive to the astral and the outer planes? If not magic wouldn't work there.</p><p>4. The rise of demons/fall of (good?) religion is interesting, but extreme. It does strongly support an Urban Arcana type environment.</p><p></p><p>It seems like you have the world worked out well at a meta level.</p><p>What sorts of adventures are you thinking about? I.e. fight the corporations? Explore the planes?</p><p></p><p>Are the PCs supposed to be from a specific DnD type world? The modern world (i.e. earth in 2007)?</p><p></p><p>If you're looking to communicate with the players about the world I would suggest trying (very hard) to keep the narrative simple and avoid a long backstory. You're changing the game so radically that it's not really helpful to talk about Primus and Crystal Spheres. Focus less on what's changed and more on what's 'going on in the game world right now'.</p><p></p><p>Example: I am interested in running a game using d20 modern/urban arcana but set in a techo-fantasy plane hopping setting. The universe is a dark place: the forces of good have been almost wiped from the planes and demonic armies and rapacious extradiminsional entities engage in proxy wars over the planes. The game will center around Sigil, where the might of the mysterious and alien "Lady of Pain" is the only thing hoding back the tides of darkness. The city is chocked with refugees and they are crushed equally under the hooves of magical steeds and the wheels of cars. etc. etc.</p></blockquote><p></p>
[QUOTE="Graf, post: 3287085, member: 3087"] YOu've obviously worked hard on this and I want to comment, but it's tricky to do so meaningfully I think. As a general comment "X is totally unchanged and yet the same" is a valid narrative contruction. [edit= But it taxes the reader and also prevents clear transmission of information.] Just general thoughts 1. You look like you're mixing SpellJammer and Planescape. Which is cool but they don't mix so easily. PS travel is usually small scale transport through magical gates (like doorways). 2. The Githyanki are generally the most hostile race out there. They generally 'fly' through the astral and go in and out of portals. Githyanki-developed-ships don't have any precidence really. They also aren't normally "searching for Gith"; they're "serving their evil witch queen who killed Gith". You present them both as a sort of trader-between-worlds but later as an invading force. 3. The transmissive plane sounds interesting and leads to a slightly more techo-science feel. If it is the source of all magic does that mean it's also transitive to the astral and the outer planes? If not magic wouldn't work there. 4. The rise of demons/fall of (good?) religion is interesting, but extreme. It does strongly support an Urban Arcana type environment. It seems like you have the world worked out well at a meta level. What sorts of adventures are you thinking about? I.e. fight the corporations? Explore the planes? Are the PCs supposed to be from a specific DnD type world? The modern world (i.e. earth in 2007)? If you're looking to communicate with the players about the world I would suggest trying (very hard) to keep the narrative simple and avoid a long backstory. You're changing the game so radically that it's not really helpful to talk about Primus and Crystal Spheres. Focus less on what's changed and more on what's 'going on in the game world right now'. Example: I am interested in running a game using d20 modern/urban arcana but set in a techo-fantasy plane hopping setting. The universe is a dark place: the forces of good have been almost wiped from the planes and demonic armies and rapacious extradiminsional entities engage in proxy wars over the planes. The game will center around Sigil, where the might of the mysterious and alien "Lady of Pain" is the only thing hoding back the tides of darkness. The city is chocked with refugees and they are crushed equally under the hooves of magical steeds and the wheels of cars. etc. etc. [/QUOTE]
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