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<blockquote data-quote="pming" data-source="post: 6574126" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> I have two, actually. The first...the more "fleshed out and unique" one is called Paeleen. Here: <a href="https://paeleen.obsidianportal.com/" target="_blank">https://paeleen.obsidianportal.com/</a> if you want to read a bit on it. Basically, it's got "slightly changed" races; in Paeleen, Wyr are the Dragonborn without the Dragon connection...closer to a Lizardman connection, and my Elves are divided into Alfar and Wood Alfar (each of those divided into three or so sub-races). That kind of thing. Classes also need to do whatever is 'core' to their class or they loose their core ability until they do something about it (e.g., a Barbarian who spends too much down time hanging out at taverns in a city and doesn't do any wilderness and/or Rage-fighting will eventually loose his Rage ability...until he gets away from all that "big city life" and re-attunes to his feral nature).</p><p></p><p>Our current 5e campaign, which just started last Sunday, is set in a world called "Genericka" (see the 'k'? That means it's different...lol! Here: <a href="https://world-of-genericka.obsidianportal.com/" target="_blank">https://world-of-genericka.obsidianportal.com/</a> ). I basically wanted just a core-rules-based world to roll dice in and throw monsters and treasure at my players. I think they've gotten a bit shell-shocked at my generally (quite) stingy hold on both treasure and magic...so this one is pretty much a "let the dice fall where they may" type game. It has no real world map...I'm just using whatever maps I can find or that seem interesting at the time, on a whim, or otherwise just make up on the spot. It's total sandbox and wide open from a DM'ing perspective. I wanted a world where my players could just make something up for their character and I can say "Yup, ok..." and then fit that into the world somewhere. It lets my just let my imagination go and not be constrained about preconceived world stuff like countries, customs, expectations, etc. I started them off with the modules <em>Idol of the Frog God</em>, using the Swamp Arena city of Coruvon as a base; it's kinda got that "lankhmar" feeling to it for me, coupled with the Black Mire feeling very much like the "Godslost Swamp" south of Queensdale in the MMORPG "Guild Wars 2" (water, croaking frogs, buzzing insects, glowing plant life and mists/water...a very fairy-land-gone-horribly-wrong feel). They just talked to the Frog God and are off to collect the three items he requested. Basically, a wilderness adventure speckled with dungeon bashing. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6574126, member: 45197"] Hiya. I have two, actually. The first...the more "fleshed out and unique" one is called Paeleen. Here: [URL]https://paeleen.obsidianportal.com/[/URL] if you want to read a bit on it. Basically, it's got "slightly changed" races; in Paeleen, Wyr are the Dragonborn without the Dragon connection...closer to a Lizardman connection, and my Elves are divided into Alfar and Wood Alfar (each of those divided into three or so sub-races). That kind of thing. Classes also need to do whatever is 'core' to their class or they loose their core ability until they do something about it (e.g., a Barbarian who spends too much down time hanging out at taverns in a city and doesn't do any wilderness and/or Rage-fighting will eventually loose his Rage ability...until he gets away from all that "big city life" and re-attunes to his feral nature). Our current 5e campaign, which just started last Sunday, is set in a world called "Genericka" (see the 'k'? That means it's different...lol! Here: [url]https://world-of-genericka.obsidianportal.com/[/url] ). I basically wanted just a core-rules-based world to roll dice in and throw monsters and treasure at my players. I think they've gotten a bit shell-shocked at my generally (quite) stingy hold on both treasure and magic...so this one is pretty much a "let the dice fall where they may" type game. It has no real world map...I'm just using whatever maps I can find or that seem interesting at the time, on a whim, or otherwise just make up on the spot. It's total sandbox and wide open from a DM'ing perspective. I wanted a world where my players could just make something up for their character and I can say "Yup, ok..." and then fit that into the world somewhere. It lets my just let my imagination go and not be constrained about preconceived world stuff like countries, customs, expectations, etc. I started them off with the modules [I]Idol of the Frog God[/I], using the Swamp Arena city of Coruvon as a base; it's kinda got that "lankhmar" feeling to it for me, coupled with the Black Mire feeling very much like the "Godslost Swamp" south of Queensdale in the MMORPG "Guild Wars 2" (water, croaking frogs, buzzing insects, glowing plant life and mists/water...a very fairy-land-gone-horribly-wrong feel). They just talked to the Frog God and are off to collect the three items he requested. Basically, a wilderness adventure speckled with dungeon bashing. :) ^_^ Paul L. Ming [/QUOTE]
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