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Reinventing fantasy cliches
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<blockquote data-quote="Teflon Billy" data-source="post: 4175900" data-attributes="member: 264"><p>I've had a lot of success doing this by simply extrapolating what the existing power-levels and abilities in 3rd Edition would do to a society. With Magic being an absolutely reliable power set with enough variety to mimic technology in a society, and magic item creation being more akin to Pottery than, well, Anything really <em>magical</em> I set up an urban fantasy society where the two major power blocks were Arcane and Divine Spellcasters.</p><p></p><p>The Wizards guild were reclusive specialists who mostly worked through operatives outfitted by them with Magic Items and <em>Geas</em>' (<strong>Mystic Eye Games</strong> <em>Artificer's Handbook</em> figured large in the setting as Magic Item Creation was so important).</p><p></p><p>The Churches were both temporal and spiritual powers who had the "mandate of the people" (it's amazing what having access to healing and curative magic can do for folks positive opinion of your group) but spent quite a bit of time jockeying with one another for souls (this was a polytheism). The "Mandate of the People", however, doesn't mean a lot in a society that is level based and where the power levels jump as quickly as they do. They also worked through hired operatives, though to a lesser degree than the wizards.</p><p></p><p>In much the same manner that Core Book Paladins seem to hew closer to "good" than "law", the Paladins in my setting tended to pay a bit more attention to "law" than "good". They were more or less an organization separate from either of the big power blocks, but with enough might to maintain their own separate state from the big boys.</p><p></p><p>Think of them as The Jedi Knights, with Stannis Baratheon as the head of their Order.</p><p></p><p>Their arrival on scene was always a mixed blessing because, often as not, they would being to "take care" of issues they had not been called in to deal with (Called into a neighborhood to take care of some Assassin/Cultists setting up shop, they also "rescued" several children being "improperly cared for" by their birth parents, hung the head of a local "Thieves Guild"--who was a source of cheap protection for local people--because he "Detected as Evil" and burned a brothel to the ground).</p><p></p><p>Dwarves were a degenerate race who lived in tunnels beneath the city (had an attack bonus vs. <em>Vermin </em>rather than <em>Giants </em>, and had barbarian as their favored class) and were only tolerated becasue they provided cheap food for the teeming masses of the city (Farmed mushrooms and Giant Rats)</p><p></p><p>There were no Core Book Elves, but Core Book Gnomes are what the locals called Elves...always matched my idea of what "elves" were anyways...little magical people.</p><p></p><p>No halflings.</p><p></p><p>When all was said and done, it looked a lot like <strong>Cyberpunk </strong>with the numbers filed off.</p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 4175900, member: 264"] I've had a lot of success doing this by simply extrapolating what the existing power-levels and abilities in 3rd Edition would do to a society. With Magic being an absolutely reliable power set with enough variety to mimic technology in a society, and magic item creation being more akin to Pottery than, well, Anything really [i]magical[/i] I set up an urban fantasy society where the two major power blocks were Arcane and Divine Spellcasters. The Wizards guild were reclusive specialists who mostly worked through operatives outfitted by them with Magic Items and [I]Geas[/I]' ([B]Mystic Eye Games[/B] [I]Artificer's Handbook[/I] figured large in the setting as Magic Item Creation was so important). The Churches were both temporal and spiritual powers who had the "mandate of the people" (it's amazing what having access to healing and curative magic can do for folks positive opinion of your group) but spent quite a bit of time jockeying with one another for souls (this was a polytheism). The "Mandate of the People", however, doesn't mean a lot in a society that is level based and where the power levels jump as quickly as they do. They also worked through hired operatives, though to a lesser degree than the wizards. In much the same manner that Core Book Paladins seem to hew closer to "good" than "law", the Paladins in my setting tended to pay a bit more attention to "law" than "good". They were more or less an organization separate from either of the big power blocks, but with enough might to maintain their own separate state from the big boys. Think of them as The Jedi Knights, with Stannis Baratheon as the head of their Order. Their arrival on scene was always a mixed blessing because, often as not, they would being to "take care" of issues they had not been called in to deal with (Called into a neighborhood to take care of some Assassin/Cultists setting up shop, they also "rescued" several children being "improperly cared for" by their birth parents, hung the head of a local "Thieves Guild"--who was a source of cheap protection for local people--because he "Detected as Evil" and burned a brothel to the ground). Dwarves were a degenerate race who lived in tunnels beneath the city (had an attack bonus vs. [I]Vermin [/I]rather than [I]Giants [/I], and had barbarian as their favored class) and were only tolerated becasue they provided cheap food for the teeming masses of the city (Farmed mushrooms and Giant Rats) There were no Core Book Elves, but Core Book Gnomes are what the locals called Elves...always matched my idea of what "elves" were anyways...little magical people. No halflings. When all was said and done, it looked a lot like [B]Cyberpunk [/B]with the numbers filed off. [/QUOTE]
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