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<blockquote data-quote="RC Hagy" data-source="post: 1178971" data-attributes="member: 6164"><p><strong>Something close...</strong></p><p></p><p>Mine is more of a fall back to pre-medieval times and slowly working back up to those times (as the players want though).</p><p></p><p>Anyhow, the 'something close' is that I am starting out with limited classes (no spellcasters), </p><p>limited weapons (exotic double weapon quarterstaff/spear thing which players must make themselves in an initiation ceremony) and </p><p>limited feats... really limited feats. </p><p>They want new feats outside the ones available in their region then they will need to travel.</p><p></p><p>As for storylines... really work on a beginning and an ending (even though you may never reach the end and the players will really mess with things on the way, how you would end it will give you ideas for the middle areas of the campaign).</p><p></p><p>Off the top of my head... have the trogs and lizards migrate. These migrations could take decades or centuries over a large territory. A sudden weather change forced them to hibernate for a long period.</p><p> </p><p>This period of hibernation allowed you players clans to actually settle down instead of migrating ahead of the humanoids for survivals sake (and allows the we were here first attitude you stated). </p><p>This settlement allowed the standardation of fighting techniques (fighter, barb whatever), the development of more permanent/advanced tools (like a true glue instead of saps for weapon and tool heads). </p><p>Of course their are others with more real knowledge of how environment affects culture. </p><p>Necessity may be the mother of invention, but running around does not make time for lots of experimentation to actually improve things.</p><p></p><p></p><p>Hagy</p><p>Vermont</p><p></p><p></p><p><em>all of the above while culled from real life stuff is not meant to reflect it... it just sounds good storywise</em></p></blockquote><p></p>
[QUOTE="RC Hagy, post: 1178971, member: 6164"] [b]Something close...[/b] Mine is more of a fall back to pre-medieval times and slowly working back up to those times (as the players want though). Anyhow, the 'something close' is that I am starting out with limited classes (no spellcasters), limited weapons (exotic double weapon quarterstaff/spear thing which players must make themselves in an initiation ceremony) and limited feats... really limited feats. They want new feats outside the ones available in their region then they will need to travel. As for storylines... really work on a beginning and an ending (even though you may never reach the end and the players will really mess with things on the way, how you would end it will give you ideas for the middle areas of the campaign). Off the top of my head... have the trogs and lizards migrate. These migrations could take decades or centuries over a large territory. A sudden weather change forced them to hibernate for a long period. This period of hibernation allowed you players clans to actually settle down instead of migrating ahead of the humanoids for survivals sake (and allows the we were here first attitude you stated). This settlement allowed the standardation of fighting techniques (fighter, barb whatever), the development of more permanent/advanced tools (like a true glue instead of saps for weapon and tool heads). Of course their are others with more real knowledge of how environment affects culture. Necessity may be the mother of invention, but running around does not make time for lots of experimentation to actually improve things. Hagy Vermont [I]all of the above while culled from real life stuff is not meant to reflect it... it just sounds good storywise[/I] [/QUOTE]
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