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The Create-a-Setting Thread: Dinopirates of Ninja Island!
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<blockquote data-quote="Remathilis" data-source="post: 1422345" data-attributes="member: 7635"><p>Without getting into the debate of who owns/makes money off this idea...</p><p> </p><p>Nifft is right. Though the setting is pure camp, it needs a level of realism that keeps it leveled, kinda like a yardstick to which you are measuring the level of camp to. The best comedy is that which takes itself seriously (Monty Python anyone?)</p><p> </p><p>To that end, a descent campaign setting will need to decide upon...</p><p> </p><p>0.) D&Disms. That is, is this a D&D setting or d20 game? Put another way, how much of D&D do you want in this setting? Elves and halflings? fireballs and magic missiles? dragons and goblins? Basically, how far from the D&D paragrim do we want to go? Staying close to the paragrim means less work, but moving away makes its more personalized.</p><p> </p><p>1.) Race selection. We've discussed humans, monkeys (some vanara take) and robots (a warforged race). Obviously, the last two are product identity and not OGL, so new ideas on them will be needed. Saurial/dinomen, aliens, cavemen, and other races would need to be worked on. (PC mermen?)</p><p> </p><p>2.) Classes. Well, we're going to have a ninja class, a pirate class, but what else? Depending on our magic level (see below) we'll need a spellcasting class (at least one, maybe more.) We should probably get/use a fighter, barbarian (cavemen), rogue (general), and monk/martial artist. Then get a artiliery/combat caster and a defense/healer or combine them into one. </p><p> </p><p>3.) MAGIC. This has got to be a high magic game, but how high? Do we want a traditional vancian system, or some other method (spell points?) What about arcane/divine devision? Spellcasting traditions (wu jen, voodoo, etc.) Magic items?</p><p> </p><p>4.) Skills/Feats Skills I can't see alot of change for, but new wacky wild martial arts, pirate skills, etc.</p><p> </p><p>5.) Equipment. Pirate ships, ninja tools, robots, weapons and armor.</p><p> </p><p>6.) Monsters. Dinosaurs, giant robots, sea creatures? What about goblins? Dragons, etc.</p><p> </p><p>7.) Religion. Anything special?</p><p> </p><p>8.) Geography. A map, some nations, general material to start.</p><p> </p><p>9.) The mix level: We have ninjas, dinosaurs, robots, pirates, and monkeys. Which do we want to focus on? Are the ninjas the "focus" or the pirates? Can their be a pc ninja and pc pirate on the same adventuring party? Who are the bad guys? Where do we lay our focus?</p><p> </p><p>This is stuff to think about...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1422345, member: 7635"] Without getting into the debate of who owns/makes money off this idea... Nifft is right. Though the setting is pure camp, it needs a level of realism that keeps it leveled, kinda like a yardstick to which you are measuring the level of camp to. The best comedy is that which takes itself seriously (Monty Python anyone?) To that end, a descent campaign setting will need to decide upon... 0.) D&Disms. That is, is this a D&D setting or d20 game? Put another way, how much of D&D do you want in this setting? Elves and halflings? fireballs and magic missiles? dragons and goblins? Basically, how far from the D&D paragrim do we want to go? Staying close to the paragrim means less work, but moving away makes its more personalized. 1.) Race selection. We've discussed humans, monkeys (some vanara take) and robots (a warforged race). Obviously, the last two are product identity and not OGL, so new ideas on them will be needed. Saurial/dinomen, aliens, cavemen, and other races would need to be worked on. (PC mermen?) 2.) Classes. Well, we're going to have a ninja class, a pirate class, but what else? Depending on our magic level (see below) we'll need a spellcasting class (at least one, maybe more.) We should probably get/use a fighter, barbarian (cavemen), rogue (general), and monk/martial artist. Then get a artiliery/combat caster and a defense/healer or combine them into one. 3.) MAGIC. This has got to be a high magic game, but how high? Do we want a traditional vancian system, or some other method (spell points?) What about arcane/divine devision? Spellcasting traditions (wu jen, voodoo, etc.) Magic items? 4.) Skills/Feats Skills I can't see alot of change for, but new wacky wild martial arts, pirate skills, etc. 5.) Equipment. Pirate ships, ninja tools, robots, weapons and armor. 6.) Monsters. Dinosaurs, giant robots, sea creatures? What about goblins? Dragons, etc. 7.) Religion. Anything special? 8.) Geography. A map, some nations, general material to start. 9.) The mix level: We have ninjas, dinosaurs, robots, pirates, and monkeys. Which do we want to focus on? Are the ninjas the "focus" or the pirates? Can their be a pc ninja and pc pirate on the same adventuring party? Who are the bad guys? Where do we lay our focus? This is stuff to think about... [/QUOTE]
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