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Sell me on your low magic grim and gritty (LM/GnG) homebrew
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<blockquote data-quote="Woas" data-source="post: 1594723" data-attributes="member: 16317"><p>Mine is also in the works, as I wait for a good time to start it up when I have the chance to find some players who are around more often and maybe a little more dedicated to playing than the group I have now... its not so much Low-Magic. More like, Distance Magic in that the magic levels are high and run deep, but they are for the most part separated from the main part of "civilization" and thus not as prominent. I would say that the game would fall under the Grim n' Gritty titles much better.</p><p></p><p><u><strong>Core Ethos Statement:</strong></u> The players will be part of a world that is going through an alternate Scientific Revolution not much different from our own Earth’s Age of Reason/Enlightenment. The players will, for the most part, confront the people(s) whom use these new ideas and methods for evil.</p><p></p><p><u><strong>Who are the Heroes?:</strong></u> Well, the players would be heroes. Other heroes would be "scientists". These scientists would be the equivalents of our own Sir Isaac Newton, Louis Pasteur, James Clerk Maxwell, Charles Darwin and Christian Johann Doppler just to name a few. This people of this world would be both famous and infamous for their work as some discoveries would conflict with the accepted views of the world, much like it did on our earth. But instead of studying the foundations to universal gravity, quantum physics and the like, these scientists are studying the laws of magic... and are wizards.</p><p></p><p><u><strong>What do they do?:</strong></u> As mentioned above, the players will most like find that most story arcs involve a wizard/scientist whom is using his/her understandings of magic to fulfil evil deeds. Other adventures are abound in the forms of lost dungeons and oddities of the sort because magic has always been a part of this world, much like gravity and the sun have always been a part of ours. Thus burial sites which spawn undead, etc. are all within the spectrum of adventures.</p><p></p><p><u><strong>Races:</strong></u> Normal D&D core races. As I have it set up now, each race represents a stereotype of a European culture that I find befitting as per the physical and cultural description of the race in the 3.5 players handbook. Examples: Dwarves from the Scandinavia’s, Elves from Gaul/Central Europe. Although I haven't decided to use an actual map of Europe or not. Even if I ever decide not to use a European map, the core races would all still be available.</p><p></p><p><u><strong> Classes:</strong></u> Normal D&D core classes. Minus the monk.</p><p></p><p><u><strong> Threats, Conflicts, Villains?:</strong></u> ... yes.</p><p></p><p>There are a few different conflicts that may rise up such as Prejudice towards magic users. Inquisition by the one of the Churches (this world has a Dualism pantheon). Political strife.</p><p></p><p><u><strong> Nature of Magic:</strong></u> Magic is basically what holds the heavens together. It is the equivalent to our laws of gravity, laws of thermodynamics. It has always been fairly hidden, always out of reach by the masses and studied by old elven wizards in their towers. It has been just recently that the basic laws of magic are being written down and tested. Students of magic are now able to learn from their predecessors. Humans now can learn to become magi within their lifetime as they can now use what others have learned before them. The world is making progress, but at the same time, many magical spells have the 'evil' subcategory, and are used for just that manner.</p></blockquote><p></p>
[QUOTE="Woas, post: 1594723, member: 16317"] Mine is also in the works, as I wait for a good time to start it up when I have the chance to find some players who are around more often and maybe a little more dedicated to playing than the group I have now... its not so much Low-Magic. More like, Distance Magic in that the magic levels are high and run deep, but they are for the most part separated from the main part of "civilization" and thus not as prominent. I would say that the game would fall under the Grim n' Gritty titles much better. [U][B]Core Ethos Statement:[/B][/U][B][/B] The players will be part of a world that is going through an alternate Scientific Revolution not much different from our own Earth’s Age of Reason/Enlightenment. The players will, for the most part, confront the people(s) whom use these new ideas and methods for evil. [U][B]Who are the Heroes?:[/B][/U][B][/B] Well, the players would be heroes. Other heroes would be "scientists". These scientists would be the equivalents of our own Sir Isaac Newton, Louis Pasteur, James Clerk Maxwell, Charles Darwin and Christian Johann Doppler just to name a few. This people of this world would be both famous and infamous for their work as some discoveries would conflict with the accepted views of the world, much like it did on our earth. But instead of studying the foundations to universal gravity, quantum physics and the like, these scientists are studying the laws of magic... and are wizards. [U][B]What do they do?:[/B][/U][B][/B] As mentioned above, the players will most like find that most story arcs involve a wizard/scientist whom is using his/her understandings of magic to fulfil evil deeds. Other adventures are abound in the forms of lost dungeons and oddities of the sort because magic has always been a part of this world, much like gravity and the sun have always been a part of ours. Thus burial sites which spawn undead, etc. are all within the spectrum of adventures. [U][B]Races:[/B][/U][B][/B] Normal D&D core races. As I have it set up now, each race represents a stereotype of a European culture that I find befitting as per the physical and cultural description of the race in the 3.5 players handbook. Examples: Dwarves from the Scandinavia’s, Elves from Gaul/Central Europe. Although I haven't decided to use an actual map of Europe or not. Even if I ever decide not to use a European map, the core races would all still be available. [U][B] Classes:[/B][/U][B][/B] Normal D&D core classes. Minus the monk. [U][B] Threats, Conflicts, Villains?:[/B][/U][B][/B] ... yes. There are a few different conflicts that may rise up such as Prejudice towards magic users. Inquisition by the one of the Churches (this world has a Dualism pantheon). Political strife. [U][B] Nature of Magic:[/B][/U][B][/B] Magic is basically what holds the heavens together. It is the equivalent to our laws of gravity, laws of thermodynamics. It has always been fairly hidden, always out of reach by the masses and studied by old elven wizards in their towers. It has been just recently that the basic laws of magic are being written down and tested. Students of magic are now able to learn from their predecessors. Humans now can learn to become magi within their lifetime as they can now use what others have learned before them. The world is making progress, but at the same time, many magical spells have the 'evil' subcategory, and are used for just that manner. [/QUOTE]
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Sell me on your low magic grim and gritty (LM/GnG) homebrew
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