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Scarred Lands! Burning Wheel! Numenera! It's a Big Name Kickstarter Bonanza!
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<blockquote data-quote="Nytmare" data-source="post: 7690438" data-attributes="member: 55178"><p>Adding on to what others have already said: The Scarred Lands <strong>is</strong> a very noticeable reimagining of Greek Mythology, but I personally think that it stands head and shoulders above pretty much any other published fantasy setting. </p><p></p><p> I think that the biggest thing that stuck out to me, straight out of the gate when I first heard about it, was that the world was this mishmash of magical battlefield-wastelands where the Gods and Titans had beat the crap out of each other barely two centuries earlier. On top of that was the fact that the Titans couldn't be killed, so the best that the gods could hope for was to tear them apart and hide the (still incredibly powerful and dangerous) pieces to try to thwart the Titans' followers from ever managing to put them back together again.</p><p></p><p>So you've got things like Kadum (effectively the most charming aspects of Cthulhu and Godzilla), who had his heart torn out, got chained to a rock, and was sunk to the bottom of an ocean where he has, over the last 200 years still managed to taint an entire ocean turning it blood red and turning all the happy creatures that used to swim around in it into mutant, soul murdering, murder-fish. Or Gaurak who had to have all of his teeth smashed out by the gods before they could hope to bury him in a prison that he couldn't just eat his way out of, and where the smashed teeth fell to the earth they built a giant mountain range of Titan fangs.</p><p></p><p>I also really liked the idea of the gods being more than just another list of bonuses and effects in the PHB. They were full blown characters with motivations and goals who took an active part in the world. And people in the world worshiped the heck out of them, not only because they actively listened for prayers for crops and requests for blessings over meals, but you had people all over the place who had either fought side by side with them in the wars, or who had a great grandparent who did.</p><p></p><p>It was also neat because the first glance of the world was done with all of these stark black and white, good and evil brush strokes, but the further involved you got with things, the more you realized that everything was all different shades of dark grey with a nice coat of pain on top.</p><p></p><p>Regarding magic it pretty much depended on where you were, which set of "good guys" you were rooting for, and how deep you were willing to delve into the Scarred Lands pre-history. At the shallowest end of the pool, if you were casting a magic spell, it came from one of three places: it was a gift granted to you from the gods (divine), it was leeched from the remaining power of the Titans that still infused the planet (primal), or you were tapping into an (un)natural energy source invented by the Titan Mesos (arcane).</p><p></p><p>For the most part druids and clerics were opposite sides of the same coin, and the "goodness" of the spellcaster depended on your own moral compass and the moral compass of your current opposing team. Paladins existed, but in addition to the sea of faith based PRCs that existed, each of the gods kinda had their own character class that was almost as good a fit as a paladin for them as the paladin was for the LG god Corean. </p><p></p><p>The arcane classes were kind of a mixed bag, and a lot of it probably depended on how far away you were from one of the big cities.</p><p></p><p>For existing classes things might need a little bit of work, but I can't think of any huge problems. Warlocks might need to be rethought a little bit. I think that Scarred Lands monks mostly tended more towards the European monks end of the spectrum over the Kung Fu monks end of things, but that shouldn't be too much of a problem.</p><p></p><p>For PC races, you had pretty much the standard 3.5 array. Except for gnomes who were (I swear to god) banished to an entirely different continent in a fit of pre 4th Edition prescience. Additions (for at least the divine races) included an extra armful of pretty awesome variant elves and dwarves. For conversion to 5th, Dragonborn pose a little bit of a problem; at least on the surface of things, dragons don't really exist in the Scarred Lands. There are race of Titan worshiping snakemen called the Assathi that the dragonborn might be able to get morphed into but you'd probably be better off just dropping them. Warforged would make a great addition taking the place of a race known as the Hollow Knights who are a bunch of basically sentient suit-of-armor golem veterans trying to figure out how they fit into a world not at war. Tieflings could easily be the chosen race of one or more of the evil gods.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 7690438, member: 55178"] Adding on to what others have already said: The Scarred Lands [b]is[/b] a very noticeable reimagining of Greek Mythology, but I personally think that it stands head and shoulders above pretty much any other published fantasy setting. I think that the biggest thing that stuck out to me, straight out of the gate when I first heard about it, was that the world was this mishmash of magical battlefield-wastelands where the Gods and Titans had beat the crap out of each other barely two centuries earlier. On top of that was the fact that the Titans couldn't be killed, so the best that the gods could hope for was to tear them apart and hide the (still incredibly powerful and dangerous) pieces to try to thwart the Titans' followers from ever managing to put them back together again. So you've got things like Kadum (effectively the most charming aspects of Cthulhu and Godzilla), who had his heart torn out, got chained to a rock, and was sunk to the bottom of an ocean where he has, over the last 200 years still managed to taint an entire ocean turning it blood red and turning all the happy creatures that used to swim around in it into mutant, soul murdering, murder-fish. Or Gaurak who had to have all of his teeth smashed out by the gods before they could hope to bury him in a prison that he couldn't just eat his way out of, and where the smashed teeth fell to the earth they built a giant mountain range of Titan fangs. I also really liked the idea of the gods being more than just another list of bonuses and effects in the PHB. They were full blown characters with motivations and goals who took an active part in the world. And people in the world worshiped the heck out of them, not only because they actively listened for prayers for crops and requests for blessings over meals, but you had people all over the place who had either fought side by side with them in the wars, or who had a great grandparent who did. It was also neat because the first glance of the world was done with all of these stark black and white, good and evil brush strokes, but the further involved you got with things, the more you realized that everything was all different shades of dark grey with a nice coat of pain on top. Regarding magic it pretty much depended on where you were, which set of "good guys" you were rooting for, and how deep you were willing to delve into the Scarred Lands pre-history. At the shallowest end of the pool, if you were casting a magic spell, it came from one of three places: it was a gift granted to you from the gods (divine), it was leeched from the remaining power of the Titans that still infused the planet (primal), or you were tapping into an (un)natural energy source invented by the Titan Mesos (arcane). For the most part druids and clerics were opposite sides of the same coin, and the "goodness" of the spellcaster depended on your own moral compass and the moral compass of your current opposing team. Paladins existed, but in addition to the sea of faith based PRCs that existed, each of the gods kinda had their own character class that was almost as good a fit as a paladin for them as the paladin was for the LG god Corean. The arcane classes were kind of a mixed bag, and a lot of it probably depended on how far away you were from one of the big cities. For existing classes things might need a little bit of work, but I can't think of any huge problems. Warlocks might need to be rethought a little bit. I think that Scarred Lands monks mostly tended more towards the European monks end of the spectrum over the Kung Fu monks end of things, but that shouldn't be too much of a problem. For PC races, you had pretty much the standard 3.5 array. Except for gnomes who were (I swear to god) banished to an entirely different continent in a fit of pre 4th Edition prescience. Additions (for at least the divine races) included an extra armful of pretty awesome variant elves and dwarves. For conversion to 5th, Dragonborn pose a little bit of a problem; at least on the surface of things, dragons don't really exist in the Scarred Lands. There are race of Titan worshiping snakemen called the Assathi that the dragonborn might be able to get morphed into but you'd probably be better off just dropping them. Warforged would make a great addition taking the place of a race known as the Hollow Knights who are a bunch of basically sentient suit-of-armor golem veterans trying to figure out how they fit into a world not at war. Tieflings could easily be the chosen race of one or more of the evil gods. [/QUOTE]
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