Talk:Epic Path: Difference between revisions

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=== Campaign Setting ===
=== Campaign Setting ===
* You asked yesterday about what the 'default' setting of our game should look like.  This brings to mind a few questions:
* Something you've done in your campaigns a lot is to use the same setting (Celegia) but set the game in different time periods in its history.  This has several advantages:
:* Do you want it to be Celegia? Should EP be the official rule set for your campaign setting?
:* it lets you explore some fairly substantially different settings while still maintaining some familiarity
:* Would you rather take all the things you learned about creating Celegia and running games over the many years, and collaboratively build a new setting that is unique to EP?
:* it lets you flesh out the history of the setting more thoroughly through the players' actions
::* If the latter, would you be open to starting from the foundation of the Red Sails campaign setting I started? I'm happy to tweak, re-write, or otherwise discard things if it means we can build it into something grand collaboratively.
* Once we've settled on a setting (Reist, Celegia, whatever), I think, before we worry about modules, we should establish five 'timeframes' where adventuring within the history of that setting is recommended (let's call them Epochs or something)
:* within each Epoch, we should build a panoply of NPCs that are iconic and important during those times (there may even be crossovers, especially for long-lived races/characters).
:* we should also have a list of adventure hooks for each epoch, to seed the GM with ideas
:* we should have a player's guide to each epoch to paint the picture of what life is like in each, and what sorts of adventures to expect therein.
:* we should then provide some guidance to GMs to allow the outcomes of adventures in one epoch to influence the history of future (or even past) epochs
* once all this is done, we can consider writing a starting module or two
 
One thing I'd really like to include in whatever setting we use is the notion of a mysterious predecessor race that liked to build complicated things, especially underground.  This wouldn't be the origin of all dungeons, or anything like that, but a source of some rare dungeons that are more likely to hold Potens Machenvar. 
 
===Potens Machenvar===
* On the topic of Potens Machenvar, how would you feel about nearly all of these being (extremely) limited use?
:* Basically, each time you use the PM, you have to roll a d6 to see if it breaks or crumbles to dust.  The less powerful PMs might only crumble on a roll of a 1, but the really good ones would always crumble (i.e. on a 6 or less).  
* This flows well with the 'mysterious predecessor race' theme, where these are ancient devices of uncertain and irreplaceable origin, that still function even after millennia of neglect, but are prone to breaking down.  Since no one knows how to fix them, once broken, they are basically trash (or they could turn into one portion of sellable goods, if we're feeling generous, and want players to just use them like candy).
* By going with a system like this, these things could actually show up in a campaign with some regularity, if a GM so chooses, without upsetting the balance of the game too much.  They'll definitely upset the balance of a single encounter, but that's kind of the whole point, really.





Revision as of 15:24, 8 August 2021