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<blockquote data-quote="(un)reason" data-source="post: 4611349" data-attributes="member: 27780"><p>Yeah, this is an intentional design choice. Monte obviously decided that the city was the important thing, and concentrated on making enough detail to run an entire campaign without ever leaving it. If you want to run stuff more than a few miles away, you have pretty much free rein. </p><p></p><p> This would not be hard. Apart from the gods that are secretly Galchutt, and a few significant ones like father claw, the other gods don't really have that much integration to the larger world. Monte wanted that kind of conflict between the monotheistic god and the kitchen sink full of little gods. Who exactly the little gods are isn't that important. </p><p></p><p> Yeah, this falls apart if you look at it too hard. Remember there's also a large concentration of celestials and adventurers to foil their dastardly schemes as well. I figure that it kinda balances out, only with lots of fighting and stuff involved. Anyone who doesn't want to live in interesting times gets the hell away. </p><p></p><p> Yes. Very much so. Monte wrote call of cthulhu d20, and he puts that kind of stuff in most of his products. (McWoD, Arcana Evolved, etc.) If you don't like that, it does get a little tiresome. </p><p></p><p> They'd like to destroy the world, but couldn't figure out how, so they decided to sleep and wait for a good opportunity. They don't rule it because that's not the way they think. They're essentially a destructive force that only holds off on destroying themselves because they want to take the rest of the multiverse with them. Not trying to destroy the universe for them is like a human committing suicide, a violation of their basic instincts. (not that a few haven't, and that is a definite plot point. The zaug get up to some pretty sneaky stuff for supposedly stupid creatures.) </p><p></p><p> Indeedy. It's up to the PC's to save the world, as it should be. Get the adventure, it'll explain the specifics.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4611349, member: 27780"] Yeah, this is an intentional design choice. Monte obviously decided that the city was the important thing, and concentrated on making enough detail to run an entire campaign without ever leaving it. If you want to run stuff more than a few miles away, you have pretty much free rein. This would not be hard. Apart from the gods that are secretly Galchutt, and a few significant ones like father claw, the other gods don't really have that much integration to the larger world. Monte wanted that kind of conflict between the monotheistic god and the kitchen sink full of little gods. Who exactly the little gods are isn't that important. Yeah, this falls apart if you look at it too hard. Remember there's also a large concentration of celestials and adventurers to foil their dastardly schemes as well. I figure that it kinda balances out, only with lots of fighting and stuff involved. Anyone who doesn't want to live in interesting times gets the hell away. Yes. Very much so. Monte wrote call of cthulhu d20, and he puts that kind of stuff in most of his products. (McWoD, Arcana Evolved, etc.) If you don't like that, it does get a little tiresome. They'd like to destroy the world, but couldn't figure out how, so they decided to sleep and wait for a good opportunity. They don't rule it because that's not the way they think. They're essentially a destructive force that only holds off on destroying themselves because they want to take the rest of the multiverse with them. Not trying to destroy the universe for them is like a human committing suicide, a violation of their basic instincts. (not that a few haven't, and that is a definite plot point. The zaug get up to some pretty sneaky stuff for supposedly stupid creatures.) Indeedy. It's up to the PC's to save the world, as it should be. Get the adventure, it'll explain the specifics. [/QUOTE]
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