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Spheres of Influence: Rhiannon in jepardy OOC
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<blockquote data-quote="Gwaihir" data-source="post: 2746154" data-attributes="member: 14487"><p>Sure, Happy to answer any questions about pretty much anything, though it might have to be private if it treads on stuff to be discovered.</p><p></p><p>Rhiannon is based on three key ideas, and the world flowed from that:</p><p>1. Gestalt classes. Hence the lesser and greater races, I didn't want to gestalt all the NPCs, so the lesser races are there so I can computer generate a number of PCs,</p><p></p><p>2. I like the dynamic of a monotheistic church wielding considerable influence, much like the Roman Catholic Church in the 800-1200 range, but the nature of D&D clerics doesn't lend itself to Monotheism, so we have the worship the saints structure. Most of the names are New Testamentish--Antioch, Malta, Arras, Seluicia to reinforce this.</p><p></p><p>3. I knew that the pcs would be a step out of time, withthe backdrop of the war 400 years previously. So the history of the world was set up with that being pivotal.</p><p></p><p>I'm pretty comfortable with the world, with Dans help, it has become more developed than most worlds. One of my goals was to get lots of player input in constructing the world.</p><p></p><p>On thind I like about the way this worked out, is that the world is fairly rich. I know a bit about the Pontiff line and the kings line, Chronomancers, Religious festivals, Ancient elven clans, and strange arhitecture in Malta. Gives me a bit to draw on as we go forward. One of the things I haven't done as well as I'd like is give the impression that other stuff is going on outside the PCs vision. It is, and theyve seen some hints, -- Like the incursion of the Knights of Malta agianst the wolves and the evacution of Padmos, but theyve been largely isolated, and so have missed some of that. Some of this is also a casualty to playing only once a month. </p><p></p><p>One thing I don't like is that the heroes are two much of paragons, this is because we have always assumed that the D&D heroes are comic bookish, and so roll 4d6 12 times taking the best 6 scores. Doesn't really fit with the world.</p><p></p><p>The other thing I regret is that I had to scrap my orignal plotline. My plan was that the party stay for several months in Padmos-5 or 6 sessions, and establish that as a base before venturing out to create their own keep. They spent like 5 minutes there, dismissed the wolf problems as uninteresting and left for areas of the map I hadn't (still haven't) detailed. They are now starting back in on that (heavily modified) plotline again. I like giving the guys the opportunity to do as they please, perhaps If I was a better DM, I could shepherd better. </p><p></p><p>My advice is to create a hook for your world (Gestalt in Rhiannons Case) and build the world around that. If you are actually gonna DM it, figure some way to keep the geography small until the characters are hihger level.</p><p></p><p>Theres a series of articles called Dungeoncraft from Old Dragon Mags. I think I have a PDF around somewhere. I'll look for it. If you follow these articles advice in creating a campaign, youll have a better world than I ever put together.</p><p></p><p>On the halfling history, I'm a bit nervous about the alternate saints thing, since being a saint is not like here on earth, where the church makes you a saint. In rhiannon, there is clearly a power involved in being a saint, outside of whether the church names you as such.</p></blockquote><p></p>
[QUOTE="Gwaihir, post: 2746154, member: 14487"] Sure, Happy to answer any questions about pretty much anything, though it might have to be private if it treads on stuff to be discovered. Rhiannon is based on three key ideas, and the world flowed from that: 1. Gestalt classes. Hence the lesser and greater races, I didn't want to gestalt all the NPCs, so the lesser races are there so I can computer generate a number of PCs, 2. I like the dynamic of a monotheistic church wielding considerable influence, much like the Roman Catholic Church in the 800-1200 range, but the nature of D&D clerics doesn't lend itself to Monotheism, so we have the worship the saints structure. Most of the names are New Testamentish--Antioch, Malta, Arras, Seluicia to reinforce this. 3. I knew that the pcs would be a step out of time, withthe backdrop of the war 400 years previously. So the history of the world was set up with that being pivotal. I'm pretty comfortable with the world, with Dans help, it has become more developed than most worlds. One of my goals was to get lots of player input in constructing the world. On thind I like about the way this worked out, is that the world is fairly rich. I know a bit about the Pontiff line and the kings line, Chronomancers, Religious festivals, Ancient elven clans, and strange arhitecture in Malta. Gives me a bit to draw on as we go forward. One of the things I haven't done as well as I'd like is give the impression that other stuff is going on outside the PCs vision. It is, and theyve seen some hints, -- Like the incursion of the Knights of Malta agianst the wolves and the evacution of Padmos, but theyve been largely isolated, and so have missed some of that. Some of this is also a casualty to playing only once a month. One thing I don't like is that the heroes are two much of paragons, this is because we have always assumed that the D&D heroes are comic bookish, and so roll 4d6 12 times taking the best 6 scores. Doesn't really fit with the world. The other thing I regret is that I had to scrap my orignal plotline. My plan was that the party stay for several months in Padmos-5 or 6 sessions, and establish that as a base before venturing out to create their own keep. They spent like 5 minutes there, dismissed the wolf problems as uninteresting and left for areas of the map I hadn't (still haven't) detailed. They are now starting back in on that (heavily modified) plotline again. I like giving the guys the opportunity to do as they please, perhaps If I was a better DM, I could shepherd better. My advice is to create a hook for your world (Gestalt in Rhiannons Case) and build the world around that. If you are actually gonna DM it, figure some way to keep the geography small until the characters are hihger level. Theres a series of articles called Dungeoncraft from Old Dragon Mags. I think I have a PDF around somewhere. I'll look for it. If you follow these articles advice in creating a campaign, youll have a better world than I ever put together. On the halfling history, I'm a bit nervous about the alternate saints thing, since being a saint is not like here on earth, where the church makes you a saint. In rhiannon, there is clearly a power involved in being a saint, outside of whether the church names you as such. [/QUOTE]
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