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The main problem I have with Kenzer's Geanavue
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 119949" data-attributes="member: 546"><p><strong>Re: Re: Re: The main problem I have with Kenzer's Geanavue</strong></p><p></p><p></p><p></p><p>Sanctuary d20 would be cool! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I still think Geanavue is worth a look, and can be adapted to a grittier, more dangerous atmosphere, but the amount of work involved to do so is a bit more than some DM's might want to take on. Even for a lawful goody two shoes place, Geanavue is bland and lacking excitement (see my earlier comparisons to FR's Waterdeep and Cormyr. Normally, one only needs to add so much "spice" to get the right flavor, but with Geanavue I have to throw in the whole spice rack!</p><p></p><p>Here's what I'm forced to chop out to make Geanavue fit my world (YMMV):</p><p></p><p>1) All KoK gods (fairly easy to do as only a handful are listed)</p><p>2) most place/people names--the hardest part as there are dozens (if not hundreds) of them all too weird or silly sounding...</p><p>3) Stone Giants vs. Fire Giants (try NO freakin' giants!)</p><p>4) Gnomes, Dwarves as city protectors (to be replaced with more conventional human troops)</p><p></p><p>Here's what stays (more or less) intact:</p><p></p><p>1) Most Guilds</p><p>2) Noble Houses</p><p>3) "Fox" tax collectors (a cool idea and scary fox mask to boot)</p><p>4) Most businesses</p><p>5) Number (not necessarily nature) of people and troops and their class levels</p><p>6) Economics/Trade</p><p></p><p>Here's what I'm forced to add:</p><p></p><p>1) More open slave trade</p><p>2) More street crime/more organized crime</p><p>3) More crazed nobles (by replacing existing ones in most cases, using the former Council of lords from Zhentil Keep as my inspiration, if not an out and out cut and paste job)</p><p>4) More conflict with surrounding city-states/nations</p><p>5) More racial tension</p><p>6) More dangerous cults</p><p>7) More evil conspiracies</p><p>8) More poverty stricken areas inside the city walls</p><p>9) More class/caste tension</p><p>* 10) Loona (sprawling ghetto port area not adequately detailed in Geanavue book)</p><p></p><p>I suppose I would not have to add Loona if I set the city farther inland... I need to decide whether Geanavue (to be renamed something less pretty sounding) will be its own city-state or just another city in a larger nation. Not sure which yet. Being a lawful good city originally, it would be much easier to switch it to a lawful neutral/lawful evil trading center than anything else. Kind of like Zhentil Keep, but with a slightly better reputation, LOL. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 119949, member: 546"] [b]Re: Re: Re: The main problem I have with Kenzer's Geanavue[/b] Sanctuary d20 would be cool! ;) I still think Geanavue is worth a look, and can be adapted to a grittier, more dangerous atmosphere, but the amount of work involved to do so is a bit more than some DM's might want to take on. Even for a lawful goody two shoes place, Geanavue is bland and lacking excitement (see my earlier comparisons to FR's Waterdeep and Cormyr. Normally, one only needs to add so much "spice" to get the right flavor, but with Geanavue I have to throw in the whole spice rack! Here's what I'm forced to chop out to make Geanavue fit my world (YMMV): 1) All KoK gods (fairly easy to do as only a handful are listed) 2) most place/people names--the hardest part as there are dozens (if not hundreds) of them all too weird or silly sounding... 3) Stone Giants vs. Fire Giants (try NO freakin' giants!) 4) Gnomes, Dwarves as city protectors (to be replaced with more conventional human troops) Here's what stays (more or less) intact: 1) Most Guilds 2) Noble Houses 3) "Fox" tax collectors (a cool idea and scary fox mask to boot) 4) Most businesses 5) Number (not necessarily nature) of people and troops and their class levels 6) Economics/Trade Here's what I'm forced to add: 1) More open slave trade 2) More street crime/more organized crime 3) More crazed nobles (by replacing existing ones in most cases, using the former Council of lords from Zhentil Keep as my inspiration, if not an out and out cut and paste job) 4) More conflict with surrounding city-states/nations 5) More racial tension 6) More dangerous cults 7) More evil conspiracies 8) More poverty stricken areas inside the city walls 9) More class/caste tension * 10) Loona (sprawling ghetto port area not adequately detailed in Geanavue book) I suppose I would not have to add Loona if I set the city farther inland... I need to decide whether Geanavue (to be renamed something less pretty sounding) will be its own city-state or just another city in a larger nation. Not sure which yet. Being a lawful good city originally, it would be much easier to switch it to a lawful neutral/lawful evil trading center than anything else. Kind of like Zhentil Keep, but with a slightly better reputation, LOL. ;) [/QUOTE]
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