What would you want out of a game based on Ancient Egypt?

What I'd like to see in an ancient Egyptian setting RPG:

More setting than crunch. Give me enough historical and social information so that I can run a game that has the 'ancient Egyptian feel,' rather than the 'Hollywood Egyptian feel.' This would probably mean tips for the GM on how to run great games in the setting, tips to the players on what makes for a great Egyptian character, what the majority of ancient Egyptians believed, and so on.

A magic system and ruleset that fit the setting, rather than the setting shoehorned into an existing generic system. This means I'd probably want to see something that wasn't d20 or OGL. Something fresh.

Adventure hooks covering the 3000+ years of AE history. From the pre-dynastic times before unification, when the country was the great unexplored, to the height of the empire in the 18th Dynasty, to everything in between. There's no shortage of events, adventures, and battles characters or generations of characters could get into.

That would be a good start. :)
 

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Jaws said:
Ditto. Ditto.

I want guidelines on how to incorporate it into my Diamond Throne campaign using Monte Cook's Arcana Unearthed.


Mayhem and scowls :]

j.
Actually, I was just thinking about how AU is a very good argument for why you wouldn't need to go outside of d20/OGL.
 

Running a game with egyptian themes

I"m currently running a gameworld with egyptian themes. The pcs don't know htis yet, but this is world where the egyptian gods went after they left earth. The world evolved around egyptian mythology but , since its world, there are wooden pyramdis, steel pyramids. Ice pyramids. Whatever they could build in the lands.

I use alot of hyroglyphics, most of the puzzles are written in hyrpglfihpic form and there area bunch of translators online. I use mummies as both npcs and monsters.
 

One of my earliest campaign settings, back in 2e, was a world that didn't spin, so one side was perpetual day, with deserts, volcanoes and mucho heat, while the other side was night, with artic temperatures, snow and ice. Where these two sides met, the cold of Cryois (the ice side) and the heat of Pyrois (the hot side) created a wide band of perpetual dusk/dawn, with torrential rains and steaming jungles. The world was kept from falling apart by ancient magic, and humanity (and demi-humanity) had to flee to the Underdark to find safety (which brought them into contact/conflict with races such as drow, illithids and beholders).

On a whim, I decided that this world worshipped the Pharaonic Gods (okay, I had bought the 2e Deities and Demigods...).
 

Did someone mention mummies yet? Oh good. Need those.

As to the rest, yeah, game play trumps historical accuracy, and setting trumps new (or old) rules.

From AU to Grim & Gritty, it seems like there's a lot of experience making systems that fit together well and aren't totally unlike D&D's version of d20.

-- N
 

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