Scarred Lands: Ask the Sage [This keeps up, I'm gonna need a bigger notebook!]

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eryndel said:
So, which SL book is your least favorite? Why? In order to not just flame a particular book, be constructive and tells us where it was disappointing and how you would have done it better.

Others can join in the fun too!

Werner

But I've already answered this question, like a million times! Agh!

Of course, most everybody knows what I'm going to answer with. Amongst the Scarred Lands books I've read, The Faithful and the Forsaken is easily the worst of the bunch, for a number of reasons.

All right, first off, the book offers absolutely no help for anyone wanting to run a game where the PC's, as opposed to Vladawen, raise up their dead god. It goes so far as to put in print that only Vladawen could do it. All the plot hooks involved in it involve the characters being on the sidelines.

It's filled with poorly explained history. What is it, seven perfect rulers? Each of them immortal? Then why'd they stop ruling? Why didn't the first few do something when the last one started causing trouble? It's not that I believe that explanations couldn't be offered up, merely that they weren't. As it is, many of the ideas lack needed support to not make them come off as just silly, or dumb.

It also eliminates the unique setting element of the forsaken elves, more or less, and replaces them with the not so bad, but already done, high elves. The forsaken elves epitomized some of the themes of the Scarred Lands in my opinion, to a degree - that of faith, above all else, even when that god is dead and gone and there's little advantage to be taken from continuing that faith. But held onto all the same. And in that book? Poof. Essentially gone.

It's also repetitive and unoriginal. The Shining Horde? I liked that write up the first time I read it. With the Eternal Isle. Not to mention the idea of the Scarred Lands being presented as little more then a pitstop, not the center of the setting, isn't how I like my campaign settings written.

The mechanics, as per usual, are garbage. All right, a bit harsh - they're not always garbage. But in this book, they are. They show ignorance of some of the "Why's" behind some of the mechanics and sometimes ignorance of the mechanics themself. There's a reason Paladins use Charisma instead of Strength for their class abilities; the White Fist is ignorant of that and horrifically front-loaded and overpowered to boot. The Celestial Weaver just shows ignorance of the mechanics themself - Craft Wondrous item already does what one of the class abilities for the prestige class claims to let the feat do. That's just the tip of the iceberg. I also believe the Once-Charduni feat to be a huge mistake. I think it all well and good that a non-Lawful Evil charduni might have a different ability score array that isn't exactly advantageous, but that doesn't need to be simulated with a feat, especially for essentially a PC race.

Which brings me to the charduni, of course, who, as written, contradict previously established Scarred Lands material - that of how all eight gods must be respected, or else they're going to mess you up both left and right. Explained well enough, but as the book itself didn't do it, a flaw.

As to what I would do to change it, the easiest change would just be a minor blurb explaining that the charduni can't get away with ignoring the major eight except for Chardun, just like Mithril or the like can't, and how that because they've ignored them all the same, it's the primary cause of all their suffering and will be until they begin giving proper respect to all the gods, as opposed to getting back into Chardun's good graces.

As for the forsaken elf half of the book...I wouldn't change it so much as discard it in its entirety and replace it with something else. The history? No perfect rulers, no ocean-spanning magic wars between asaatthi and high elves, no announcements of, "Hey, I'm your new god, guy." None of that. The section on the new empire, gone entirely. I wouldn't neglect what might happen were That Which Abides resurrected, but it would focus on ideas, what might happen, and most importantly, that the PC's could be playing a central role in it. Ideas for how to run a campaign focusing around a forsaken elf trying to resurrect his god, as opposed to playing wetnurse to Vladawen. It would also expand upon, as opposed to change, the forsaken elf realms from the Termana hardcover. It would support the book more.

Oh, and the mechanics would all get a thorough scrubbing.

I could go on and on. But I already have, in reviews, in other threads, other messageboards. As it is, I've still gone on rather lengthily. Anyway, off with me, for now.
 

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Yes Trick you have. However while I disagree with some of your points I will agree it rates pretty damn poor in some areas but not poor overall. (Better artwork for starters than Penumbral Pentagon.)

Anyway, anyone else?
 


Nightfall said:
Mm I keep getting the feeling I should start over...but I'll wait and see.

Heck, might even be appropriate to wait for a little while before doing so.

I'm not saying that people aren't playing SL, but...

1. SL specific releases have slown down.

2. There are dozens of campaign settings, as opposed to when 3.0 came out and there was, oh, I don't know, three?

3. Many of the SL books have had varied utility and compatibility with what's gone on before, lending them less overall use and weakening the setting as a whole.
 

Well, glad to have dodged the last two bullets (didn't write in either), and also glad, reading Joe's review, that the things he takes most issue with are things that I either didn't do or had no power over.

Like 'silly names.' I actually tried to make a point of not inventing wacko names, but Blood Sea mutant and some of the others were already established in previous books.

What can you do.
 

AFAIK, Scarred Lands are low magic. How do you handle magic items/weapons in your games ? (buying, crafting, finding)

Also, what's most hated class for the typical ghelspadians : sorcerer or druid ? (I guess it has to be one of those two...)
 

saturnin55 said:
AFAIK, Scarred Lands are low magic. How do you handle magic items/weapons in your games ? (buying, crafting, finding)

Also, what's most hated class for the typical ghelspadians : sorcerer or druid ? (I guess it has to be one of those two...)

See, at one point, it may indeed have been the druid, however... after reading the book on druids, it seems less likely. Throw in Termana and its believes, and no, the druids just go back to being another PC class.
 

saturnin55 said:
AFAIK, Scarred Lands are low magic. How do you handle magic items/weapons in your games ? (buying, crafting, finding)
In our last game, our GM had a few loose guidelines that he followed.

People who spent most of their time in "civilization" (in or around cities) tended to have less magic than the DMG recommended for characters of their level, and treasure allotments for enemies based out of cities were always adjusted to reduce the amount of magic they had. But out in the ruins of the Ledean Empire or the Empire of Flame, treasure hauls went by the standard DMG. You know, just a little extra incentive to go nosing around lost cities. ;)

There was no such thing as a magic item shop. However, our group was based out of Shelzar, so there was also no such thing as "magic items are never sold," because EVERYTHING is sold in Shelzar. What this boiled down to was that PCs who wanted to buy an item generally had to look for someone who could craft it for them, and negotiate an appropriate price for the service. Usually that was two to four times the market value. PC crafters could pick up a similarly-lucrative commission from NPCs from time to time, too. If you were looking to buy an already-crafted item, you had to go looking for someone who owned one and was willing to sell it, and it could be more expensive than just paying someone to make you a brand-new one; so usually no one bothered trying to find a seller.

On the other side, if you found an item that you wanted to sell quickly, you could usually get full market value for it, because that was far enough below "street value" to attract a customer. If you wanted to invest actual game time in trying to find the best possible price, you could, and that would get you closer to the usual inflated Shelzari prices. No one in our group was interested in investing the game time, though, so we just unloaded all the items we couldn't use at market value.

Outside Shelzar, magic items were typically only available by commission, and it was practically impossible to find someone willing to take that commission even at an obscene markup. In some places, it was also difficult to find buyers for unwanted items. But on the other hand, mundane items were usually cheaper than Shelzari street prices (at least when we weren't only buying from the merchants we were getting "friend prices" from), so for a while we had an interesting trade route going: out to the desert to raid some ancient cities, back to Shelzar to sell the loot, then across the bay to Quelsk to buy supplies for the next expedition, with occasional loops back through Shelzar to find a wizard or a cleric who could make a magic item.

--
there are other ways to run the setting, but this worked for us
ryan
 

Joe,

Good three points.

Will,

Yeah you just wrote the good stuff. (But Thesk is still mine!! :p ;) )

Saturn,

I'll go in reverse order for this one (as I have to thank Herpes for his contribution.)

I'd say sorcerer since arcane magic is very, very powerful. Druidism can be viewed as horrid by civilized people, but most everyone fears the power that lies dormant inside the sorcerer. Mesosian sorcery, especially, can be quite brutal, especially when dealing with a Blessed of Mesos. (Though Seeker on the Winds aren't too shabby either.) The difference I see is that druidism provides more than sorcery. Sorcery is while being a intregal part of the setting, doesn't keep a community thriving like druids. But most Ghelspadians view druids much as they would sorcerers, at least if they are fervant titan worshippers.


As for how I deal with buying magic items, simple. You can't. Trading for one might be possible, requesting services from your local sorcerer/insert spellcaster, might be doable. But to me, most everyone is sorely afraid to trust in arcane made stuff. And churches keep theirs locked down tight. Druids don't share stuff (unless they believe it's in their best interests.) Now in games that start in high levels, I might allow buying some magic items but I ALWAYS ensure that they have x3 market value. (This keeps the game interesting in my view and keeps the setting "real.")

Making your own is probably the best bet. But don't bet you will ALWAYS have the time and energy to get that "perfect" item.

Finding is probably the best. I fervantly believe there are hidden caches of magic items pre-divine War. But trouble is, they are usually a) Extremely well guarded. b) hard to reach. C) just too much hassle to get to.

That's all my ways of dealing with those issues.
 

Hmm. Guess I was expecting too much from this weekend... Oh well.

I will add the Sage HAS started a 6th level RL Scarred Lands game. It's been rather...well interesting is one word for it.

(Word to the wise people. NEVER piss off a 10 Wiz/7th Crypt Lord that's on the lamb from Glivid Autel. Even if he DOES use a wand of lighting bolt at your fellow PC. It's not a good way to stay alive.)
 

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