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Suggestions for vanilla campaign setting?
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<blockquote data-quote="BiggusGeekus" data-source="post: 2778640" data-attributes="member: 1014"><p>Ceresco, I love you. </p><p></p><p></p><p>Droopy,</p><p></p><p>Vanillia - Yeah, we got that. If you ignore the metaplot you can chuck pretty much anything into ML. </p><p>Maps - Check the site out, our maps are free as a gift to the children of the world. The cartography was done by Dr. Kulander who has a PhD in geophysics. Basically, our main map pwns.</p><p>Background - we got that too. There's about 10 cultures we go into. However we deliberately designed it so that two of them can be played by people who know nothing about the setting. Remeria is a huge empire, so the player can pretty much make up whatever he wants about it and it won't affect the game. Desolati is a barbaric place and that's where you start the guy who wants to play a half-orc with a dire flail that rides a giant lizard. So if you have players who really dig the setting, you start them in one of the other eight nations, if you have players that just want to roll dice and kill things, you say they are from one of those two places.</p><p></p><p>About the game:</p><p></p><p>PROS:</p><p>* Player driven metaplot. To my knowledge this is the only setting that does this (I welcome correction if I'm wrong). If you use the metaplot it advances as the players level and as game time passes. There's a couple of dozen things the players can do to push it back and they get to choose. Build castles, make alliances, kill orcs, recover magic items, it's their call.</p><p>* Integrated cultures. If nations are right next to each other, they have an effect on each other. </p><p>* Mechanics integrated into roleplay. There are starting cultural feats that are optional but a little overpowered to make them yummy. They all have associated penalties with them that showcase the rivalries between nations. So if you have a powergamer in your group who takes the Launhym feat because it's the most powerful, he'll still have that penalty when dealing with the rival nation of Calisia and that will remind the player to roleplay accordingly.</p><p></p><p>CONS</p><p>* Crappy layout. I'll be honest, this was my first time doing it and it shows.</p><p>* No support. You can email me at any time, but there are no support products. You see, while other game companies have writers who produce at the rate of 2,000 or even 4,000 words a day, at Parent's Basement Games, we <em>handcraft</em> every single letter! That's the <em>quality</em> we demand. As a result, our next product won't be out until next year.</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2778640, member: 1014"] Ceresco, I love you. Droopy, Vanillia - Yeah, we got that. If you ignore the metaplot you can chuck pretty much anything into ML. Maps - Check the site out, our maps are free as a gift to the children of the world. The cartography was done by Dr. Kulander who has a PhD in geophysics. Basically, our main map pwns. Background - we got that too. There's about 10 cultures we go into. However we deliberately designed it so that two of them can be played by people who know nothing about the setting. Remeria is a huge empire, so the player can pretty much make up whatever he wants about it and it won't affect the game. Desolati is a barbaric place and that's where you start the guy who wants to play a half-orc with a dire flail that rides a giant lizard. So if you have players who really dig the setting, you start them in one of the other eight nations, if you have players that just want to roll dice and kill things, you say they are from one of those two places. About the game: PROS: * Player driven metaplot. To my knowledge this is the only setting that does this (I welcome correction if I'm wrong). If you use the metaplot it advances as the players level and as game time passes. There's a couple of dozen things the players can do to push it back and they get to choose. Build castles, make alliances, kill orcs, recover magic items, it's their call. * Integrated cultures. If nations are right next to each other, they have an effect on each other. * Mechanics integrated into roleplay. There are starting cultural feats that are optional but a little overpowered to make them yummy. They all have associated penalties with them that showcase the rivalries between nations. So if you have a powergamer in your group who takes the Launhym feat because it's the most powerful, he'll still have that penalty when dealing with the rival nation of Calisia and that will remind the player to roleplay accordingly. CONS * Crappy layout. I'll be honest, this was my first time doing it and it shows. * No support. You can email me at any time, but there are no support products. You see, while other game companies have writers who produce at the rate of 2,000 or even 4,000 words a day, at Parent's Basement Games, we [i]handcraft[/i] every single letter! That's the [i]quality[/i] we demand. As a result, our next product won't be out until next year. Hope that helps! [/QUOTE]
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