What advice would you give to a fledgling Scarred Lands DM?

blackshirt5

First Post
OK, so I'm getting ready to run a Scarred Lands Play-by-Post on the boards. What should I know about the Scarred Lands before I get started(I have a few of the books, both R&Rs, the first two CCs, and Gazeteer: Ghelspad, but that's it)? Magic level, stuff I should watch out for?
 

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First and foremost, NEVER let your PCs purchase stuff. At least nothing very magical. Purchasing herbs, maybe a few wands and potions, those are fine. But other things, wonderous items, staffs, magic weapons, magic armor. Definate no-no.

Secondly, while it's important to theme your games accordingly, don't be unwilling to try other sources IF you want to or you PCs do. Some work some don't.

Thirdly, try to encourge your PCs to think about where they want to go. Or even where you'd like to take them. Weight their abilities. Then see how it fits in.

Fourthly, don't be afraid to be a little mean and spontanous. Make them distrust arcane magic often, or at least not always reliable in every combat situation. Make them rely on the good graces of some clergy from time to time. Also keep things from being TOO black or white. Just because you work with a cleric of Chardun, doesn't mean you have to like him. By the same token, a druid of Lethene can be a useful party member, just a little...off.

Just a little side note though Blacky. I DO have an Ask the Sage post for Scarred Lands. Might want to consider that next time. K?
 
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Certainly. Especially since there are a number of barbarian tribes that follow either ancestor spirit worship or have animal/nature totems as sources of belief/power.

Uhm other advice...The only thing I would add, make sure to use a lot of Wilderness Lore/Survival checks, as well as Knowledge (nature) checks with your outdoorsy guys. Give them a chance to shine that way by helping the party survive an unexpect sandstorm.

Always keep an element of surprise going. Don't play into expected cliches. Have the titanspawn your party faces or their followers, have lots of resources to draw on. Fear and caution should be ingrained into an experienced adventurer in the Scarred Lands. Like I've said before, adventuring isn't a lifestyle, it's survival.
 

blackshirt5 said:
I have a few of the books, both R&Rs, the first two CCs, and Gazeteer: Ghelspad, but that's it

Book-wise I would suggest the following: SLCS: Ghelspad. It gives a whole lot for not that great deal of money. Secrets&Societies might also be a very good buy. I enjoyed it very much because it really opens up the world as something more than a collection of nations and free-cities.

Other than that I think you are quite well set-up. If you are going to be running around some specific area then you might want to check for a specific resource-book. There's plenty to choose from.

A small tip: don't try to do it all. The damn world is too big and detailed (of which I'll be forever grateful) to juggle by a single DM, as I have noticed by now. So I would suggest going for a more detailed story around a smaller scale than the entire continent.

Personally I'm using Calastia. Although the players will most likely leave that area sooner or later, it is still the place they will return to time after time to see what their "adventures" have changed/created.
 

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