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[URBIS] PDF draft or not?
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<blockquote data-quote="Matrix Sorcica" data-source="post: 2726333" data-attributes="member: 3547"><p>Okay.</p><p></p><p>I've only skimmed Urbis again. I once read a lot of the material, and might remember some things wrong. I do recall that not having the option of a hard copy to read on the couch etc. turned me away from Urbis many months ago.</p><p></p><p>Here's what I'm changing right away. The cosmology will be D&D like. One of the things about Urbis IMO, is to take a D&D world and apply the logical consequences of magic and progress to it. But this should apply to the cosmology as well.</p><p></p><p>I'm uncertain 'bout the gods. Either there will be no gods, or I will change things around. I'm very tempted to let the players design their own 'faiths', as it seems very much an urban thing to me, creating your own beliefs and such.</p><p></p><p>I will put a lot of focus on equipment. 3E is the fantasy game where equipment matters the most. It seems logical to me, that the inhabitants of a magic world would be very creative in applying magic and equipment. So instead of complaining that D&D is an arms race and equipment is everything, I want to see what happens when this magitech enters the scene.</p><p></p><p>There will be a lot of urban sprawl, but I'm not giving up on wilderness exploration or delves into dark dungeons.</p><p></p><p>I'm a bit curious. How do you see Urbis separate itself from Eberron? Place your party in Sharn, up the population, and you have a lot of the elements of Urbis, with the added advantage that exploration, wilderness, and all the other trappings are right outside the door as well, all packaged in a killer design?</p><p>I'm not looking to degrade Urbis, I'm curious as to what in your opinion sets it apart?</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Matrix Sorcica, post: 2726333, member: 3547"] Okay. I've only skimmed Urbis again. I once read a lot of the material, and might remember some things wrong. I do recall that not having the option of a hard copy to read on the couch etc. turned me away from Urbis many months ago. Here's what I'm changing right away. The cosmology will be D&D like. One of the things about Urbis IMO, is to take a D&D world and apply the logical consequences of magic and progress to it. But this should apply to the cosmology as well. I'm uncertain 'bout the gods. Either there will be no gods, or I will change things around. I'm very tempted to let the players design their own 'faiths', as it seems very much an urban thing to me, creating your own beliefs and such. I will put a lot of focus on equipment. 3E is the fantasy game where equipment matters the most. It seems logical to me, that the inhabitants of a magic world would be very creative in applying magic and equipment. So instead of complaining that D&D is an arms race and equipment is everything, I want to see what happens when this magitech enters the scene. There will be a lot of urban sprawl, but I'm not giving up on wilderness exploration or delves into dark dungeons. I'm a bit curious. How do you see Urbis separate itself from Eberron? Place your party in Sharn, up the population, and you have a lot of the elements of Urbis, with the added advantage that exploration, wilderness, and all the other trappings are right outside the door as well, all packaged in a killer design? I'm not looking to degrade Urbis, I'm curious as to what in your opinion sets it apart? :) [/QUOTE]
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