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<blockquote data-quote="ssampier" data-source="post: 4611103" data-attributes="member: 10205"><p>I am all set to start a new campaign (probably a hybrid 3.5 game). I had a concept of taking Roman Britain meets Cthulhu, plus technology and culture fast-forwarded to D&D style norms and equipment. I was thinking about how much time and energy I wanted to put in. </p><p></p><p>A year ago I purchased the PDF of World of Praemel, the first pdf in the Ptolus campaign. I skimmed it at the time and later forgot about it.</p><p></p><p>I recently re-read the World of. It's fascinating read. I was thinking I could eventually buy the Ptolus set. I would change some elements and file off the serial numbers of other elements.</p><p></p><p>Maybe you can explain some of the thorny elements of the campaign to me.</p><p></p><p>1. I like the long history. Long history equals lots of ruins to explore and mysteries to solve.</p><p></p><p>2. Open, only Ptolus is (over)detailed. </p><p></p><p>3. Gods: all deities except Lothian seem somewhat one-dimensional to me. I would like to replace them with more Anglo-Saxon (Norse influenced British gods) and Roman gods.</p><p></p><p>4. City of Ptolus: lots of evil--the Spire and Dark Reliquary---in one place. Yet no one seems particularly upset or concerned. Huh.</p><p></p><p>5. I see some evidence of elder gods. I do see they are not worshiped except by an order of Knights (can't find the q.v. yet). Any possible Lovecraftian influence here?</p><p></p><p>6. Galchutt. (a) They are trapped in this world and can do icky, evil, vile things. But they do not completely destroy or rule the world. Why?</p><p></p><p>(b) In the Night of Dissolution, the Vallis Moon returns. What does this mean for the inhabitants of Praemel and Galchutt?</p><p></p><p>I see on page 26 (60 for the big book) it indicates, "Galchutt will marshall their evil forces and finally dissolve the Seven Chains, destroy the soul of the world, and lay waste to Praemal." That sounds very bad; Human sacrifice, dogs and cats living together... mass hysteria!</p></blockquote><p></p>
[QUOTE="ssampier, post: 4611103, member: 10205"] I am all set to start a new campaign (probably a hybrid 3.5 game). I had a concept of taking Roman Britain meets Cthulhu, plus technology and culture fast-forwarded to D&D style norms and equipment. I was thinking about how much time and energy I wanted to put in. A year ago I purchased the PDF of World of Praemel, the first pdf in the Ptolus campaign. I skimmed it at the time and later forgot about it. I recently re-read the World of. It's fascinating read. I was thinking I could eventually buy the Ptolus set. I would change some elements and file off the serial numbers of other elements. Maybe you can explain some of the thorny elements of the campaign to me. 1. I like the long history. Long history equals lots of ruins to explore and mysteries to solve. 2. Open, only Ptolus is (over)detailed. 3. Gods: all deities except Lothian seem somewhat one-dimensional to me. I would like to replace them with more Anglo-Saxon (Norse influenced British gods) and Roman gods. 4. City of Ptolus: lots of evil--the Spire and Dark Reliquary---in one place. Yet no one seems particularly upset or concerned. Huh. 5. I see some evidence of elder gods. I do see they are not worshiped except by an order of Knights (can't find the q.v. yet). Any possible Lovecraftian influence here? 6. Galchutt. (a) They are trapped in this world and can do icky, evil, vile things. But they do not completely destroy or rule the world. Why? (b) In the Night of Dissolution, the Vallis Moon returns. What does this mean for the inhabitants of Praemel and Galchutt? I see on page 26 (60 for the big book) it indicates, "Galchutt will marshall their evil forces and finally dissolve the Seven Chains, destroy the soul of the world, and lay waste to Praemal." That sounds very bad; Human sacrifice, dogs and cats living together... mass hysteria! [/QUOTE]
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