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War of the Burning Sky: Low Magic???
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<blockquote data-quote="RangerWickett" data-source="post: 3481474" data-attributes="member: 63"><p>Interesting setting you've got there. Changing the tech level, or including 'magi-tech', will alter some of the flavor, but it won't ruin the story arc. But for instance, adventure 4 - The Mad King's Banquet has armies in heavy armor, marching in formation. If you've got guns, that changes a lot to be more like Civil War firing lines (assuming, of course, that you let guns work like real world guns that ignore armor, and not like the overpriced crossbows they are in the D&D rules).</p><p></p><p>Grenades would be fine, as would mechanical horses. Having airships <em>would</em> change some of the dynamics, unless you make them rare or prohibitively expensive. In the campaign saga as designed, armies have acess to, at most, flying mounts that can carry one or two people at a time. Pilus shows up later on with his massive airship, and it's a major event. That's not to say that airships ruin things. They just, y'know, change things. If you priced them like hella-expensive magic items, something like 100,000 gp for a ship that can carry 20 people, yeah, it might be okay. Otherwise, Gate Pass would just be obliterated by dropping thousands of boulders from the sky (the wyverns could carry, like, one or two at a time, and couldn't fly that high while carrying them).</p><p></p><p>You can add as much politics as you want. However, communication would be a slight problem, since the adventures assume the heroes will leave Gate Pass to get help, and won't be back for a while. But sure, it'd be nice to have the PCs have more connections to the city.</p><p></p><p>Sorry if some of that is incoherent. Read my sig.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 3481474, member: 63"] Interesting setting you've got there. Changing the tech level, or including 'magi-tech', will alter some of the flavor, but it won't ruin the story arc. But for instance, adventure 4 - The Mad King's Banquet has armies in heavy armor, marching in formation. If you've got guns, that changes a lot to be more like Civil War firing lines (assuming, of course, that you let guns work like real world guns that ignore armor, and not like the overpriced crossbows they are in the D&D rules). Grenades would be fine, as would mechanical horses. Having airships [i]would[/i] change some of the dynamics, unless you make them rare or prohibitively expensive. In the campaign saga as designed, armies have acess to, at most, flying mounts that can carry one or two people at a time. Pilus shows up later on with his massive airship, and it's a major event. That's not to say that airships ruin things. They just, y'know, change things. If you priced them like hella-expensive magic items, something like 100,000 gp for a ship that can carry 20 people, yeah, it might be okay. Otherwise, Gate Pass would just be obliterated by dropping thousands of boulders from the sky (the wyverns could carry, like, one or two at a time, and couldn't fly that high while carrying them). You can add as much politics as you want. However, communication would be a slight problem, since the adventures assume the heroes will leave Gate Pass to get help, and won't be back for a while. But sure, it'd be nice to have the PCs have more connections to the city. Sorry if some of that is incoherent. Read my sig. [/QUOTE]
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