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Romanesque world setting?
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<blockquote data-quote="scourger" data-source="post: 2030813" data-attributes="member: 12328"><p>I think it would be worthwhile to check out The Glory of Rome Campaign Sourcebook for AD&D. You can get a pdf copy of it for $4.95 at rpgnow:</p><p></p><p><a href="http://www.rpgnow.com/product_info.php?products_id=946&" target="_blank">http://www.rpgnow.com/product_info.php?products_id=946&</a></p><p></p><p>I got the related product, Age of Heroes, for a Greek-themed game that I pondered last year. (Sadly, I never got around to running it and it doesn't look likely at this point). It was really good for setting information, including which classes & spells would be most appropriate for a historical game. It even had a cool introductory adventure. I would think Glory of Rome would have the same utility. </p><p></p><p>The Green Ronin book will probably be good once it gets to print. I have Skull & Bones from that line, and it is a good read (the setting info was great for my now-defunct pirate D&D game, but I didn't use any of the alternate rules). Eternal Rome looks like it will be a bit lighter on the alternate rules, which is a good thing in my opinion. </p><p></p><p>What would really sell to me would be a combination campaign setting & adventure module like Necromancer's Mesopotamia. Maybe a mini-campaign pitting the Romans (fighters & clerics) against the Gauls (barbarians & druids). Bards & rogues on both sides; but monks, paladins, rangers, sorcerers & wizards are right out (just don't feel right to me). It really shouldn't take too much refinement of the 3.5 rules for a game with plenty of theme. I find less is more when it comes to new rules. What I really need is the adventures. A neat presentation would be to stat out forces for both sides and then let the players choose whether to play Romans expanding the Empire or Gauls (or Goths or Visigoths or whatever) sacking the city--or both spearated by the passage of time. </p><p></p><p>Anyway, those are just some ideas in case you (or some publisher) is interested. Good luck with your game.</p></blockquote><p></p>
[QUOTE="scourger, post: 2030813, member: 12328"] I think it would be worthwhile to check out The Glory of Rome Campaign Sourcebook for AD&D. You can get a pdf copy of it for $4.95 at rpgnow: [url]http://www.rpgnow.com/product_info.php?products_id=946&[/url] I got the related product, Age of Heroes, for a Greek-themed game that I pondered last year. (Sadly, I never got around to running it and it doesn't look likely at this point). It was really good for setting information, including which classes & spells would be most appropriate for a historical game. It even had a cool introductory adventure. I would think Glory of Rome would have the same utility. The Green Ronin book will probably be good once it gets to print. I have Skull & Bones from that line, and it is a good read (the setting info was great for my now-defunct pirate D&D game, but I didn't use any of the alternate rules). Eternal Rome looks like it will be a bit lighter on the alternate rules, which is a good thing in my opinion. What would really sell to me would be a combination campaign setting & adventure module like Necromancer's Mesopotamia. Maybe a mini-campaign pitting the Romans (fighters & clerics) against the Gauls (barbarians & druids). Bards & rogues on both sides; but monks, paladins, rangers, sorcerers & wizards are right out (just don't feel right to me). It really shouldn't take too much refinement of the 3.5 rules for a game with plenty of theme. I find less is more when it comes to new rules. What I really need is the adventures. A neat presentation would be to stat out forces for both sides and then let the players choose whether to play Romans expanding the Empire or Gauls (or Goths or Visigoths or whatever) sacking the city--or both spearated by the passage of time. Anyway, those are just some ideas in case you (or some publisher) is interested. Good luck with your game. [/QUOTE]
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