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Plague and Pox
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<blockquote data-quote="Greenfield" data-source="post: 7945486" data-attributes="member: 6669384"><p>Ironically, the main campaign theme for my current 3.5 campaign is a plague, an influenza-like affliction modeled after pneumonic plague. We decided on this months before we ever heard of corona virus.</p><p></p><p>Remove Disease works, but if you read the world builder guidelines for 3.5, a city has to be of substantial size before there's likely to be a Cleric who can Remove Disease, and a pneumonia-like disease as virulent as the plague simply spreads faster than said clerics can remove it.</p><p></p><p>Smaller cities are just sort of screwed, so they have to resort to quanrantine and burning the bodies ala the Black Plague.</p><p></p><p>Most of the things covered under the Contagion spell or effect develop so quickly that they're easy to spot before they can infect anyone else.</p><p></p><p>Our goal in the game is to track down the people behind it (there always has to be a bad guy, of course), and deal with him. So long as he and his forces are out there the plague will continue to spring up "randomly".</p><p></p><p>The in-game impacts of the plague are similar to the real world ones: As farm communities are dedimated, food production falls. As craftsmen, miners etc fall ill, the supplies of finished goods, and even many raw materials, dries up. With ports closed, and/or ships arrive with the entire crews infected, trade drops to near nothing. As cargoes need to be burned along with the plague ships that carry them, wealth is destroyed.</p><p></p><p>It's ugly, which is exactly the way it's supposed to be. A good, dark, gritty campaign setting. </p><p></p><p>Sucks that it isn't much in terms of escapism right now.</p><p></p><p>in any case., my game's on hiatus until I can arrange to virtualize the whole thing. We'll see how that works out.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7945486, member: 6669384"] Ironically, the main campaign theme for my current 3.5 campaign is a plague, an influenza-like affliction modeled after pneumonic plague. We decided on this months before we ever heard of corona virus. Remove Disease works, but if you read the world builder guidelines for 3.5, a city has to be of substantial size before there's likely to be a Cleric who can Remove Disease, and a pneumonia-like disease as virulent as the plague simply spreads faster than said clerics can remove it. Smaller cities are just sort of screwed, so they have to resort to quanrantine and burning the bodies ala the Black Plague. Most of the things covered under the Contagion spell or effect develop so quickly that they're easy to spot before they can infect anyone else. Our goal in the game is to track down the people behind it (there always has to be a bad guy, of course), and deal with him. So long as he and his forces are out there the plague will continue to spring up "randomly". The in-game impacts of the plague are similar to the real world ones: As farm communities are dedimated, food production falls. As craftsmen, miners etc fall ill, the supplies of finished goods, and even many raw materials, dries up. With ports closed, and/or ships arrive with the entire crews infected, trade drops to near nothing. As cargoes need to be burned along with the plague ships that carry them, wealth is destroyed. It's ugly, which is exactly the way it's supposed to be. A good, dark, gritty campaign setting. Sucks that it isn't much in terms of escapism right now. in any case., my game's on hiatus until I can arrange to virtualize the whole thing. We'll see how that works out. [/QUOTE]
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