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*TTRPGs General
So what's YOUR world's 'hook'?
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<blockquote data-quote="Felikeries" data-source="post: 1699421" data-attributes="member: 15359"><p>These themes are far aften the case of finding any sort of world</p><p>material,home brew or not,so personally a little reverse action is a good</p><p>front to start 'anew' with :thus~there is no dominating faction,or race,the</p><p>humans are what they are,and the relations through trade,minor skirmishes,and the bounds of alignment are the all telling fire forge for more</p><p>pre-defensive ways of making 'world scenarios'</p><p></p><p>~There will be 1 major 'Magityne' event power in a party's say...20 lvl run</p><p>~The acts of fealty by one major group of foes at another is betrayed by an alignment clause,in turn the party may have struck this faction or that one in favour of a way that they were considering for reasons or a leader icon</p><p>~A lucky use of beasts as rides,party help,or a summon trick or any other will</p><p>have the effect of great combat prowess however,this is set to a boundary or</p><p>time effect that may lay a clue about what should be a party's destiny,who was responsible for a faction,what elements of power they might expect next</p><p>~When a 'mass combat' happens there does not have to be a justified reason for the pary interaction,they maybe have just wandered onto ones side,and that may be better or worse once the victory at this event is made</p><p>~With a corde dex modifier for all scenarios as player levels,or regions that they are adventuring,this will have a reason to be told,that the DM can finely make due course concerning in the campaign itself</p><p>~Treasure found spells that aren't rnd. rolled by DM shall fall into a truth of</p><p>little use for combats that may occur within 1 day,or vise versa,only 1</p><p></p><p>Taking the 'cauldren' to the castle now makes the world creation tricks a finer scholar of trained questing techniques domain,be it to use the schemes in distaste or for the party's advantage</p></blockquote><p></p>
[QUOTE="Felikeries, post: 1699421, member: 15359"] These themes are far aften the case of finding any sort of world material,home brew or not,so personally a little reverse action is a good front to start 'anew' with :thus~there is no dominating faction,or race,the humans are what they are,and the relations through trade,minor skirmishes,and the bounds of alignment are the all telling fire forge for more pre-defensive ways of making 'world scenarios' ~There will be 1 major 'Magityne' event power in a party's say...20 lvl run ~The acts of fealty by one major group of foes at another is betrayed by an alignment clause,in turn the party may have struck this faction or that one in favour of a way that they were considering for reasons or a leader icon ~A lucky use of beasts as rides,party help,or a summon trick or any other will have the effect of great combat prowess however,this is set to a boundary or time effect that may lay a clue about what should be a party's destiny,who was responsible for a faction,what elements of power they might expect next ~When a 'mass combat' happens there does not have to be a justified reason for the pary interaction,they maybe have just wandered onto ones side,and that may be better or worse once the victory at this event is made ~With a corde dex modifier for all scenarios as player levels,or regions that they are adventuring,this will have a reason to be told,that the DM can finely make due course concerning in the campaign itself ~Treasure found spells that aren't rnd. rolled by DM shall fall into a truth of little use for combats that may occur within 1 day,or vise versa,only 1 Taking the 'cauldren' to the castle now makes the world creation tricks a finer scholar of trained questing techniques domain,be it to use the schemes in distaste or for the party's advantage [/QUOTE]
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