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World/campaign building: combine ideas, or focus?
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<blockquote data-quote="Fanog" data-source="post: 1224933" data-attributes="member: 10680"><p>Fusangite, thanks for the helpfuil feedback. I don't really intend to run a historical campaign, but it's nice to have some 'real' knowledge to make the fantasy world feel more realistic. I'll tell you some of my plans below, first I'll try to answer Wraith Form's question</p><p></p><p>I think the key to making your prophecy work is player cooperation. To avoid rail-roading, it is (IMO) essential to have a strong PC motivation. Each of the PC's should have a reason for <em>wanting[/u] the prophecy to come true. That way, if there are some conditionals in the prophecy, it's up to the players (and the PC's) to make sure that they come true. A good way to set up this would be to make the rise of evil inevitable, but make the prophecy deal with how to stop it. It's up to the PC's to interpret the prophecy and take the steps detailed in it. THat way, it's up to them to find solutions to the riddle, and get everything done before X happens (which is up to the DM, of course). (WF, if you want to discuss this further, I'd ask you to create a new thread. I'd be more than happy to go into greater detail there. Thanks)</em></p><p><em></em></p><p><em>My campaign plans so far:</em></p><p><em>The action would take place after the initial colonization has been done. The first travellers found an existing largish city, ready to inhabit. All of the houses etc look wierd, as if from some unknown culture. Still, the place is abandonded, and looks like it has been for quite a long time. Amid the houses in the (partially ruined) city, these first few explorers found strange items with odd powers (maybe minor magical, or just wierd). These items have become quite popular, which is enough incentive to explore more. The surrounding area would be forest, or jungle, and strangely dangerous. Several more structures have been found inland, With more items, and clues as to who lived here long ago.</em></p><p><em></em></p><p><em>Meanwhile, there would be a political struggle going in both the New World and the old lands, with lots of nobles and merchants trying to gain more influence over the new-found commodities. The King might not have appointed a Duke yet for the new city, preferring the increased rate of exploration due to the competition going on. Every competitor wants to gain prestige by bringing in more items/paintings/writings/etc. In short, there would be exploration, coupled with some diplomacy and (dirty) politics.</em></p><p><em></em></p><p><em>As for the renaissance advancement, it's even more based on worldview than on technology. That's what I hope to accomplish by using D20 Modern classes. The life of people is not just determined by their profession (class), but they have an awareness that they can shape themselves. People don't think of themselves as Fighter, Rogue or Ranger. It's about what you're capable of and what you know (focus to skill-heavy classes, less on class abilities). I might even include some primitive races for contrast, that would still use D&D classes. Some tribe of Lizardlike creatures, that was 'pacified' some hundred years ago and is now starting to blend into society.</em></p><p><em></em></p><p><em>Fanog</em></p></blockquote><p></p>
[QUOTE="Fanog, post: 1224933, member: 10680"] Fusangite, thanks for the helpfuil feedback. I don't really intend to run a historical campaign, but it's nice to have some 'real' knowledge to make the fantasy world feel more realistic. I'll tell you some of my plans below, first I'll try to answer Wraith Form's question I think the key to making your prophecy work is player cooperation. To avoid rail-roading, it is (IMO) essential to have a strong PC motivation. Each of the PC's should have a reason for [i]wanting[/u] the prophecy to come true. That way, if there are some conditionals in the prophecy, it's up to the players (and the PC's) to make sure that they come true. A good way to set up this would be to make the rise of evil inevitable, but make the prophecy deal with how to stop it. It's up to the PC's to interpret the prophecy and take the steps detailed in it. THat way, it's up to them to find solutions to the riddle, and get everything done before X happens (which is up to the DM, of course). (WF, if you want to discuss this further, I'd ask you to create a new thread. I'd be more than happy to go into greater detail there. Thanks) My campaign plans so far: The action would take place after the initial colonization has been done. The first travellers found an existing largish city, ready to inhabit. All of the houses etc look wierd, as if from some unknown culture. Still, the place is abandonded, and looks like it has been for quite a long time. Amid the houses in the (partially ruined) city, these first few explorers found strange items with odd powers (maybe minor magical, or just wierd). These items have become quite popular, which is enough incentive to explore more. The surrounding area would be forest, or jungle, and strangely dangerous. Several more structures have been found inland, With more items, and clues as to who lived here long ago. Meanwhile, there would be a political struggle going in both the New World and the old lands, with lots of nobles and merchants trying to gain more influence over the new-found commodities. The King might not have appointed a Duke yet for the new city, preferring the increased rate of exploration due to the competition going on. Every competitor wants to gain prestige by bringing in more items/paintings/writings/etc. In short, there would be exploration, coupled with some diplomacy and (dirty) politics. As for the renaissance advancement, it's even more based on worldview than on technology. That's what I hope to accomplish by using D20 Modern classes. The life of people is not just determined by their profession (class), but they have an awareness that they can shape themselves. People don't think of themselves as Fighter, Rogue or Ranger. It's about what you're capable of and what you know (focus to skill-heavy classes, less on class abilities). I might even include some primitive races for contrast, that would still use D&D classes. Some tribe of Lizardlike creatures, that was 'pacified' some hundred years ago and is now starting to blend into society. Fanog[/i] [/QUOTE]
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