3 years ago ::
Jul 26, 2010 - 5:46AM
Look no further than Robert E. Howard, Brian Lumley, August Derleth, Clark Ashton Smith, or H.P. Lovecraft.
They defined the "magic is evil" genre. I can't believe the posts above, religion has nothing to do with what this guy is asking for.
Controlling magic in the world you describe is like controlling nuclear power in ours: it's difficult, wildly dangerous, and ultimately ends up doing more harm than good.
The rulers that extend boons are actually imposters (aliens, beings from another dimension, insert here...) looking to corrupt as many people as they can to usher in a new age of Darkness.
In this world, using magic for good intentions is like creating a vaccine-resistant strain of smallpox for good intentions: in the eye of the beholder, all things are bright. PC's tread a thin line between corruption and goodness, and most times that line is blurred.
I completely understand where you're coming from. What's more, I enjoy the concept.
For subject matter, I would suggest World of Darkness or the Socerer RPG, not to mention such fantasy classics as "Rats in the Walls", "Red Nails", "Beyond the Black River", and "The Call of Cthulhu."
Thanks, Nekros22. You hit the spirit of the campaign exactly. And I will definitely be taking a look at those suggestions. I just started reading The Legions of Fire by David Drake, and the first "confrontation" is almost exactly the tye of climax I have (and wanted) at the end of the opening "scene"/skill challenge, so I will be making some modifications to mine to accommodate.
The storyline for the party's first 5 levels has almost been writing itself. I cannot wait until the end of the first part of the campaign (last encounter at level 5) when the first Warforged "awakens." It's going to be one of those moments that you know will leave a lasting memory, even when you're writing it.
My friends kids are definitely interested in the story of the campaign and not just the "cool battles." They are very interested in creating a unique character with an interesting background. The 9 year old is playing a gnome ranger just because he thinks it will be fun to play something different. I shed a single tear of pride when I heard this.
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.
Default module =/= Core mechanic.
3 years ago ::
Sep 02, 2010 - 3:26AM
Aug 19, 2007
how is this coming along?
I've been looking at putting together my own campaign that is mechanically similar, but thematically different (more based on Iron Heroes). I was planning on just saying "martial power souce only", removing all magic items, and using inherent bonuses. I had been tossing around the monk and the barbarian, and had briefly considered the bard, but I'm pretty lazy
also, if I can get it into a character builder campaign file, that's easier for my players.