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WotBS meets IH
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<blockquote data-quote="Marius Delphus" data-source="post: 4885442" data-attributes="member: 447"><p>Trying to avoid spoilers, there's certainly an Iron Heroes-style metaplot here: there's evil magic afoot and the fate of the world depends on the muscle and grit of the heroes and their erstwhile, gutsy allies. I think you've already identified the two most important things to consider are magic-using NPCs (including the fact that there's a college full of 'em that is important in the saga) and magic gear carried by NPCs (practically all the NPCs above 5th level, and many below that level, are carrying magical gear).</p><p></p><p>I don't think there's any serious problem with making sure all the magic is in the hands of the bad guys, as IH is supposedly on roughly at the same power curve, level for level, as 3.5 D&D. Depending on how much work you want to do, though, it seems to me that many of the NPCs could be "reskinned" so that they don't <strong>act</strong> like they're using magic and/or carrying magical gear. (Others might have to be rewritten or replaced, depending on how common you think enemy spellcasters ought to be.) </p><p></p><p>There are going to be some storytelling hurdles, though: during the course of the campaign, things that are very obviously magical happen, and frequently. For example, one major plot point late in the campaign involves impressively powerful teleportation magic falling into the heroes' hands. Throughout the campaign, the heroes visit many places influenced by magic and some built by magic.</p><p></p><p>I don't recall a time when the heroes absolutely, positively <strong>need</strong> to use magic (certainly nothing that can't be accomplished if you provide the heroes something along the lines of a purpose-built ritual scroll or other situation-specific one-use wish-widget -- if you do need to come up with any of these, I really don't think there would be more than two or three). That said, during the campaign the heroes are <strong>surrounded</strong> by magic. So that's the main thing to be aware of, IMHO. I certainly think an IH reskinning/conversion is achievable, and with not much more than a bunch of handwaving and a little bit of more detailed tinkering: the prevalence of magic being the main issue, making sure your advance prep is solid, makes sense, and strikes the tone you want should be all you need to do. Also it sounds like a lot of fun.</p><p></p><p>HTH. HAND.</p></blockquote><p></p>
[QUOTE="Marius Delphus, post: 4885442, member: 447"] Trying to avoid spoilers, there's certainly an Iron Heroes-style metaplot here: there's evil magic afoot and the fate of the world depends on the muscle and grit of the heroes and their erstwhile, gutsy allies. I think you've already identified the two most important things to consider are magic-using NPCs (including the fact that there's a college full of 'em that is important in the saga) and magic gear carried by NPCs (practically all the NPCs above 5th level, and many below that level, are carrying magical gear). I don't think there's any serious problem with making sure all the magic is in the hands of the bad guys, as IH is supposedly on roughly at the same power curve, level for level, as 3.5 D&D. Depending on how much work you want to do, though, it seems to me that many of the NPCs could be "reskinned" so that they don't [B]act[/B] like they're using magic and/or carrying magical gear. (Others might have to be rewritten or replaced, depending on how common you think enemy spellcasters ought to be.) There are going to be some storytelling hurdles, though: during the course of the campaign, things that are very obviously magical happen, and frequently. For example, one major plot point late in the campaign involves impressively powerful teleportation magic falling into the heroes' hands. Throughout the campaign, the heroes visit many places influenced by magic and some built by magic. I don't recall a time when the heroes absolutely, positively [B]need[/B] to use magic (certainly nothing that can't be accomplished if you provide the heroes something along the lines of a purpose-built ritual scroll or other situation-specific one-use wish-widget -- if you do need to come up with any of these, I really don't think there would be more than two or three). That said, during the campaign the heroes are [B]surrounded[/B] by magic. So that's the main thing to be aware of, IMHO. I certainly think an IH reskinning/conversion is achievable, and with not much more than a bunch of handwaving and a little bit of more detailed tinkering: the prevalence of magic being the main issue, making sure your advance prep is solid, makes sense, and strikes the tone you want should be all you need to do. Also it sounds like a lot of fun. HTH. HAND. [/QUOTE]
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