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Ptolus in BESMd20
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 3805315" data-attributes="member: 43283"><p><strong>World Notes: Part 1</strong></p><p></p><p>I haven't fully decided on the "race swapping" I'm going to do. Everstone (and the world I'm envisioning) aren't quite set up like the standard D&D, so a bit of shuffling is in order. I have decided after some thought to keep things like the Aasimar and Tiefling though. Again, given the premise of Ptolus I think I can make it work. Centaurs don't exist naturally within Everstone though, so I'm just going to swap in Wemics for them and move on. I've got notes on some of the other race swaps I'm thinking of doing, but don't have the notes with me right now.</p><p></p><p>Everstone only has a portion of the world detailed, and I've been giving some thought to this. While the game as planned is going to be an urban campaign set within Ptolus, I know that players can be fickle and go off in unexpected directions. To deal with potential questions and sudden shifts in terms of what folks want in the game, I'm thinking about the "back end" of the world a bit...</p><p></p><p>Given the setup that Ptolus has, I'm _very_ strongly thinking that the Warcraft setting would fit in without too much work (Warcraft, not the WoW version). The Warcraft portion will simply be located on the "other side" of the planet and given everything that's happened within the setting, it's not much of a surprise that neither side of the world has discovered each other.</p><p></p><p>Given the premise of Ptolus, there's a pretty good reason for why the Hollow Lords suddenly showed up, and why they haven't gone away. It's unlikely that they would share anything or work together with the Burning Legion or Scourge, so if they're even aware of things on that side of the world, they probably don't care too much, and simply avoid it as not being worth their effort or risk.</p><p></p><p>Arcane Magic corrupts. It's one of the key principles of the Warcraft setting. At first blush, it seems counter to Everstone, with just about every class having spells. However, Everstone doesn't really have an arcane/divine seperation of spells. They do have some specific god granted "favors", but that's about as close as it comes. Warcraft already has Divine magic being defined as not strictly "god" based, but nature based as well. So, I can simply tie the Everstone magic bits into a more nature/divine basis and deal with a lot of problems there. Even the Rune Magic that Everstone employs can be related more towards nature than Arcane.</p><p></p><p>The Adone (people within the Everstone setting) are all into demon-tech sorts of stuff. I figure that Chaostech (came with Ptolus) will handle that just fine. Hollow Lords/Vor stuff should be able to be handled with a combination of Chaostech and maybe some bits out of the Warcraft setting.</p><p></p><p>Elves, Dwarves, Halfings, and Gnomes don't exist as is in Everstone. There's a gnome analogue, and there are elven analogues, but the people responsible for the Runes have disappeared. One can infer that it's dwarves, although it's never actually stated. I plan on keeping this default approach for Everstone, and therefore the elves out of the Warcraft setting are going to be their own thing, and not related to the Fey. The dwarves I'm not sure about. Certainly they left the Everstone setting long ago.</p><p></p><p>Last time the group got together, I explained abit about Everstone to a late addition to the group (former GM of the Ebberron game I played in). Talk drifted a bit, and I mentioned how even back in the day you had some mix of Science Fiction happening with the Fantasy, in the form of some of the Blackmoor stuff, as well as Expedition to Barrier peaks which even has a crashed ship and ray guns.</p><p></p><p>The former GM was flabbergasted, and couldn't believe it. One of the other guys piped up and talked about how awesome Expedition was, and then said, "Hell, I'd practically be willing to pay someone to run that again. It was kick ass!"</p><p></p><p>And so, prompted by god only knows what, I piped up, "I'll tell you guys what. If we do wind up playing long enough for everyone to cap out at level 8, I'll run it for your characters. It'll look at least a bit different than the original module, but I'll find a way to work it into the world." Much happiness was had, so now I've got that kicking around in the back of my mind. In part to deal with _that_ aspect of stuff:</p><p></p><p>I've got Dragonstar, so I guess there's an immediate solution right there. It's nothing that really has to be detailed and can just sit in the background, but it's a way to explain just about anything. Plus, I plan on pillaging stuff from Dragonstar for additional magictech anyways, so why not keep it in the back?</p><p></p><p>A second possibility that can either work with the Dragonstar background, or on its own is a moon idea. I thought an interesting possibility would be for a moon to essentially be the Dark Sun world. Again, given how the Warcraft setting treats arcane magic, it would mesh together. The ship could even have been how the dwarves got to the Everstone part of the world in the first place.</p><p></p><p>Stuff can start getting really out there by having a dwarven version of the Stargate system set up.</p><p></p><p>Now all of _that_ together can make for all sorts of stuff, if people decide they're tired of playing cops in Ptolus and want something a bit different. Stargate and the Mind Flayers would work pretty easily together, and Dragonstar plugs into that pretty easily as well. The premise of Ptolus doesn't rule any of this out really either.</p><p></p><p>So..... yeah. Almost none of this is actually important to the game though. The only thing I'm committed to is a spaceship and rayguns in the mountains and all that. My main point in posting it is to kinda have the rough ideas for how everything is hooked together, in case I actually need it. Since the game is "action cops in Ptolus", it'd be a big fat waste of time to do anything other than the rough thinking I've given it.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 3805315, member: 43283"] [b]World Notes: Part 1[/b] I haven't fully decided on the "race swapping" I'm going to do. Everstone (and the world I'm envisioning) aren't quite set up like the standard D&D, so a bit of shuffling is in order. I have decided after some thought to keep things like the Aasimar and Tiefling though. Again, given the premise of Ptolus I think I can make it work. Centaurs don't exist naturally within Everstone though, so I'm just going to swap in Wemics for them and move on. I've got notes on some of the other race swaps I'm thinking of doing, but don't have the notes with me right now. Everstone only has a portion of the world detailed, and I've been giving some thought to this. While the game as planned is going to be an urban campaign set within Ptolus, I know that players can be fickle and go off in unexpected directions. To deal with potential questions and sudden shifts in terms of what folks want in the game, I'm thinking about the "back end" of the world a bit... Given the setup that Ptolus has, I'm _very_ strongly thinking that the Warcraft setting would fit in without too much work (Warcraft, not the WoW version). The Warcraft portion will simply be located on the "other side" of the planet and given everything that's happened within the setting, it's not much of a surprise that neither side of the world has discovered each other. Given the premise of Ptolus, there's a pretty good reason for why the Hollow Lords suddenly showed up, and why they haven't gone away. It's unlikely that they would share anything or work together with the Burning Legion or Scourge, so if they're even aware of things on that side of the world, they probably don't care too much, and simply avoid it as not being worth their effort or risk. Arcane Magic corrupts. It's one of the key principles of the Warcraft setting. At first blush, it seems counter to Everstone, with just about every class having spells. However, Everstone doesn't really have an arcane/divine seperation of spells. They do have some specific god granted "favors", but that's about as close as it comes. Warcraft already has Divine magic being defined as not strictly "god" based, but nature based as well. So, I can simply tie the Everstone magic bits into a more nature/divine basis and deal with a lot of problems there. Even the Rune Magic that Everstone employs can be related more towards nature than Arcane. The Adone (people within the Everstone setting) are all into demon-tech sorts of stuff. I figure that Chaostech (came with Ptolus) will handle that just fine. Hollow Lords/Vor stuff should be able to be handled with a combination of Chaostech and maybe some bits out of the Warcraft setting. Elves, Dwarves, Halfings, and Gnomes don't exist as is in Everstone. There's a gnome analogue, and there are elven analogues, but the people responsible for the Runes have disappeared. One can infer that it's dwarves, although it's never actually stated. I plan on keeping this default approach for Everstone, and therefore the elves out of the Warcraft setting are going to be their own thing, and not related to the Fey. The dwarves I'm not sure about. Certainly they left the Everstone setting long ago. Last time the group got together, I explained abit about Everstone to a late addition to the group (former GM of the Ebberron game I played in). Talk drifted a bit, and I mentioned how even back in the day you had some mix of Science Fiction happening with the Fantasy, in the form of some of the Blackmoor stuff, as well as Expedition to Barrier peaks which even has a crashed ship and ray guns. The former GM was flabbergasted, and couldn't believe it. One of the other guys piped up and talked about how awesome Expedition was, and then said, "Hell, I'd practically be willing to pay someone to run that again. It was kick ass!" And so, prompted by god only knows what, I piped up, "I'll tell you guys what. If we do wind up playing long enough for everyone to cap out at level 8, I'll run it for your characters. It'll look at least a bit different than the original module, but I'll find a way to work it into the world." Much happiness was had, so now I've got that kicking around in the back of my mind. In part to deal with _that_ aspect of stuff: I've got Dragonstar, so I guess there's an immediate solution right there. It's nothing that really has to be detailed and can just sit in the background, but it's a way to explain just about anything. Plus, I plan on pillaging stuff from Dragonstar for additional magictech anyways, so why not keep it in the back? A second possibility that can either work with the Dragonstar background, or on its own is a moon idea. I thought an interesting possibility would be for a moon to essentially be the Dark Sun world. Again, given how the Warcraft setting treats arcane magic, it would mesh together. The ship could even have been how the dwarves got to the Everstone part of the world in the first place. Stuff can start getting really out there by having a dwarven version of the Stargate system set up. Now all of _that_ together can make for all sorts of stuff, if people decide they're tired of playing cops in Ptolus and want something a bit different. Stargate and the Mind Flayers would work pretty easily together, and Dragonstar plugs into that pretty easily as well. The premise of Ptolus doesn't rule any of this out really either. So..... yeah. Almost none of this is actually important to the game though. The only thing I'm committed to is a spaceship and rayguns in the mountains and all that. My main point in posting it is to kinda have the rough ideas for how everything is hooked together, in case I actually need it. Since the game is "action cops in Ptolus", it'd be a big fat waste of time to do anything other than the rough thinking I've given it. [/QUOTE]
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