[dungeoncrawl] Re: Tuesday morning review

  • From: jimkaren@xxxxxxxxxxxx
  • To: dungeoncrawl@xxxxxxxxxxxxx
  • Date: Tue, 15 Oct 2002 16:07:37 US/Eastern

Definitely not my decisions entirely, 
but then again, we need to start 
somewhere.  What if the world is mostly 
wilderness and mysterious ruins, with 
only a few bright points of 
civilization?  Might be cool -

> 
>     That sounds quite interesting.  
As I said last night, I think your
> idea of the majority of the gods 
dwelling in a celestial Elvenflow (as
> the Olympian deities resided in 
Olympus) to be a stroke of genius.
>     I also think your idea of Amrikol 
having his own cursed land is
> neat.  I believe that some of the 
Black Legion might dwell there with
> him.  And some would not.
>     So you see the world as being 
heavily forested?  See, as we spoke of
> before, I don't want to do too much 
world creation right off the bat,
> mostly for two reasons.  First of 
all, that's a hell of a lot of work!
> Sheez!  Who has time for that?  We 
might want to set some general ideas
> down and answer some basic questions, 
but anything else is a massive
> time investment.  The other reason is 
so that future DMs can create the
> world as they set adventures in it.
>     I also like the idea of the Tooth 
of Dendar still existing, and
> still being a means by which someone 
could hope to attain godly power.
> Lots of cool plot ideas there.
>     So how much do we want to decide 
beforehand?  What sort of world
> decisions did we want to make?
> 
> jimkaren@xxxxxxxxxxxx wrote:
> 
> > Absolutely; I'm thinking that maybe 
we
> > should decide what they define 
before
> > defining them?
> >
> > For example, it seems sort of cool 
to
> > say that Dennis would envision the
> > afterlife consisting of a celestial
> > Elvenflow.
> >
> > One or more evil gods would make 
their
> > dominion within the mountain that 
the
> > city is built against, with the
> > majority of the gods living in the
> > castle that crowns the peak.
> >
> > It's therefore safe to say that
> > woodlands would play an important 
part
> > in the campaign world, but what 
else?
> > Perhaps Amrikol rejected the new 
world
> > order, and has decided instead to 
dwell
> > on the Prime Material.
> >
> > He could be a greater power that
> > resides beyond the known horizon,
> > always plotting to 
retake "Elvenflow"
> > and twist it to his own ends.  
Mortals
> > would dread exploring his cursed 
lands,
> > preferring to remain near the 
relative
> > safety of the forest.
> >
> > Maybe Dennis, as god of knowledge or
> > something, could be charged with
> > guarding the Tooth of Dendar or
> > otherwise symbolically guarding
> > Elvenflow (sort of like Heimdall, 
but
> > more cleanly shaven).
> >
> > We could even limit how much of the
> > world is defined to how much 
influence
> > the gods seem to have at the start.
> > That way, the campaign world could 
grow
> > as new regions or features become
> > needed by the story.
> > >
> > >     But I thought that the gods 
were
> > going to define the campaign
> > > world?  Isn't it the decision of
> > Dennis and the others to shape the
> > > world as they choose?  That being 
the
> > case, shouldn't the core group of
> > > gods that went through the portal
> > last night define the world?
> > >
> > > jimkaren@xxxxxxxxxxxx wrote:
> > >
> > > > No, I'm right there with you!
> > > > Definitely go the "stats for 
avatars
> > > > only" route.  I think gods with
> > ability
> > > > scores are hokey, and should be 
told
> > > > that they can't play reindeer 
games
> > > > with our more 2nd edition-like 
gods.
> > > >
> > > > Also, Shawn may have a point 
there -
> > > > let's decide on what the 
campaign
> > world
> > > > will be and then define the 
Gods.
> > You
> > > > know - will it just be the 
Realms
> > all
> > > > over again?  Primordial?  
Totally
> > > > different?
> > > >
> > > > >
> > > > >     I like the avatar route 
better
> > > > than the stats for deities 
route.
> > > > Again,
> > > > > everyone else would have to
> > vote.  It
> > > > works better for me, but I got 
the
> > > > > distinct feeling last night 
that
> > the
> > > > others disagreed.
> > > > >
> > > > >
> > > > > widderslainte wrote:
> > > > >
> > > > > > > -----Original Message-----
> > > > > > > From: dungeoncrawl-
> > > > bounce@xxxxxxxxxxxxx
> > > > > > > [mailto:dungeoncrawl-
> > > > bounce@xxxxxxxxxxxxx] On Behalf 
Of
> > > > > > > Johnathan Detrick
> > > > > > > Sent: Tuesday, October 15,
> > 2002
> > > > 14:49
> > > > > > > To: 
dungeoncrawl@xxxxxxxxxxxxx
> > > > > > > Subject: [dungeoncrawl] 
Re:
> > > > Tuesday morning review
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >     The Forgotten Realms
> > pantheon
> > > > may be a cluster&^%$ (or
> > > > > > > was it cluster$%^&?), but 
it
> > is
> > > > interesting.  In my opinion,
> > > > > > > that's what's most 
important.
> > > > But I agree that gods with
> > > > > > > stats aren't always the 
way to
> > > > go. I normally hate them.  But
> > > > > > > it might just be 
appropriate
> > in
> > > > this case.
> > > > > >
> > > > > > The Forgotten Realms has 
parts
> > of 9
> > > > or 10 pantheons that overlap 
with
> > > > > > varying degrees of 
clarity.  The
> > > > Greyhawk pantheons make a bit 
more
> > > > > > sense, but you wouldn't 
know if
> > > > from looking at the players
> > handbook.
> > > > > >
> > > > > > Everyone creating a wacky
> > avatar or
> > > > two (with stats) for each god 
would
> > > > > > be cool.  You could make a 
whole
> > > > new game by giving each 
character-
> > god
> > > > > > some powers and let them 
fight
> > over
> > > > (and distribute powers to) 
potential
> > > > > > adherents in exchange for
> > worship.
> > > > Then you could end of with a 
couple
> > > > > > competing pantheons.
> > > > >
> > > > >
> > > > >
> > >
> > >
> > >
> 
> 
> 



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