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<blockquote data-quote="Wombat" data-source="post: 3693610" data-attributes="member: 8447"><p>Let me go with my current (revised) setting -- New Mavarga.</p><p></p><p>Musketeers in the jungle -- how cool is that? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Yes, this is utterly a homebrew setting. Take a group of semi-Europeans (roughly late 16th century level technology) developing a colony in what would be (approximately) Guatemala, only to find a group of "giants" (7-8' tall) Mayan-like natives with a functioning empire already in place. Yes, there are older cities abandoned to the jungle. Yes, there are tensions between the colonists on this side of the ocean and their overlords 4000 miles away across the ocean. Yes, there are misunderstandings and cultural miscues between the societies. And, yes, there is magic, but it is usually subtle rather than flashy, yet still powerful in its own right. There are sword duels, daring escapes, crossed loves, passion, pirates, and fancy balls. Oh, and all the PCs are members of a Secret Society!</p><p></p><p>A bit of <em>The Three Musketeers</em>, a touch of <em>Indiana Jones</em>, a dash of <em>Popol Vuh</em>, a smidge of <em>Pirates of the Caribbean</em>, a nod to history, and a helluvalotta fun! <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>The current system I use for this is a heavily modified version of the <em>7th Sea</em> system (like the system; loathe Theah). "Social Combat" has been increased, Advantages (and Disadvantages) have been revised, and a lot of reshuffling and modifying of the Skills & Knacks, as well as the weapons charts. The advancement tables have been utterly revised to use a variation on <em>Burning Wheel's</em> BITs system -- now the advancement of characters is entirely in the hands of the players! The more they play in character, the more they play to their own strengths (and weaknesses!), the faster they advance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Why do I like it? Well, it is colourful and different. There is a sense of the PCs being "fish out of water" and learning about both their own society and that of the Akapans (native giants) at the same time. Combat is there, but social interaction is at least as important as physical wounds. </p><p></p><p>Are there problems with it? Yep -- I still have to work out a number of kinks in the social combat, the relative worth of money and goods, and it is sometimes difficult to balance between the Cinematic and the Historical, especially as my players straddle both sides of the line. Still & all, we are having a heck of a good time! I wouldn't trade New Mavarga for any published setting! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 3693610, member: 8447"] Let me go with my current (revised) setting -- New Mavarga. Musketeers in the jungle -- how cool is that? :cool: Yes, this is utterly a homebrew setting. Take a group of semi-Europeans (roughly late 16th century level technology) developing a colony in what would be (approximately) Guatemala, only to find a group of "giants" (7-8' tall) Mayan-like natives with a functioning empire already in place. Yes, there are older cities abandoned to the jungle. Yes, there are tensions between the colonists on this side of the ocean and their overlords 4000 miles away across the ocean. Yes, there are misunderstandings and cultural miscues between the societies. And, yes, there is magic, but it is usually subtle rather than flashy, yet still powerful in its own right. There are sword duels, daring escapes, crossed loves, passion, pirates, and fancy balls. Oh, and all the PCs are members of a Secret Society! A bit of [I]The Three Musketeers[/I], a touch of [I]Indiana Jones[/I], a dash of [I]Popol Vuh[/I], a smidge of [I]Pirates of the Caribbean[/I], a nod to history, and a helluvalotta fun! :D The current system I use for this is a heavily modified version of the [I]7th Sea[/I] system (like the system; loathe Theah). "Social Combat" has been increased, Advantages (and Disadvantages) have been revised, and a lot of reshuffling and modifying of the Skills & Knacks, as well as the weapons charts. The advancement tables have been utterly revised to use a variation on [I]Burning Wheel's[/I] BITs system -- now the advancement of characters is entirely in the hands of the players! The more they play in character, the more they play to their own strengths (and weaknesses!), the faster they advance. :) Why do I like it? Well, it is colourful and different. There is a sense of the PCs being "fish out of water" and learning about both their own society and that of the Akapans (native giants) at the same time. Combat is there, but social interaction is at least as important as physical wounds. Are there problems with it? Yep -- I still have to work out a number of kinks in the social combat, the relative worth of money and goods, and it is sometimes difficult to balance between the Cinematic and the Historical, especially as my players straddle both sides of the line. Still & all, we are having a heck of a good time! I wouldn't trade New Mavarga for any published setting! :) [/QUOTE]
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