Post by Arc on Nov 13, 2004 11:55:36 GMT -5
This'll be an improtant aspect to this project for sure. This is where we'll write about the settings on the Realms, What life is like there, what's different, what's changed, what's the same.
To start off, I'd like to note that this is sort of the end of the sequence, being the culmination of all the other threads... But don't worry, the intent is to work forwards AND backwards, starting at either end and explaining how it happened or what it did.
So when I was imagining this new realm I had sort of imagined a more extreme version of any given european fantasy... meaning more like the feel of Ebberon or Ravenloft as compared to the typical Dragonlance or Greyhawk. So, that being said, I've thought some (and am thinking here on it still) about how we can accomplish this. The first easiest way is to write in background about it, then if we REALLY want it to be dark, we could even include Sanity scores or whatnot. I'm not entirely sure that I want to take it that far though. The Term I have used before has been "hardcore" meaning that the settings are more deep and generally darker and more personal to the characters than your typical duneon crawl. I want to see tragic figures and heroes driven by *loss* rather than fame. I want a more HUMAN campaign world, where problems are often solved (or created) through roleplaying the flaws and merits of a character. I want people to FEEL their characters.
That being said, I think it might be useful to have players write down a list of characteristics that their character has, that don't equivocate to rules. Just certain things about the character that give more roleplaying oppertunities.
Does Alignment hold a bearing on this? I'm not sure of that either. Are Good people usually happier than Evil?
Are Neutral people just bland no names? Negatory. Although, I do think that Chaotic people may tend to be more "active" about their emotions (although not neccisarily in a positive way) while Lawful people are generally in control of their emotions more often.
I think having Alignment and Emotion seperate is an excellent idea. A Neutral Good character could often end up more sad than an Evil counterpart, due to that character's attachment to others... But obviously this is not a rule.
Another aspect of how to create more emotion and thus a darker and more emotive atmosphere would be Traits as presented in the Unearthed Arcana. However this option is a little set in stone. It would be too complicated to ba able to remove a trait once you have it than just to make the character with strenghts that can be explained...
So we'll think on that one more I guess.
To start off, I'd like to note that this is sort of the end of the sequence, being the culmination of all the other threads... But don't worry, the intent is to work forwards AND backwards, starting at either end and explaining how it happened or what it did.
So when I was imagining this new realm I had sort of imagined a more extreme version of any given european fantasy... meaning more like the feel of Ebberon or Ravenloft as compared to the typical Dragonlance or Greyhawk. So, that being said, I've thought some (and am thinking here on it still) about how we can accomplish this. The first easiest way is to write in background about it, then if we REALLY want it to be dark, we could even include Sanity scores or whatnot. I'm not entirely sure that I want to take it that far though. The Term I have used before has been "hardcore" meaning that the settings are more deep and generally darker and more personal to the characters than your typical duneon crawl. I want to see tragic figures and heroes driven by *loss* rather than fame. I want a more HUMAN campaign world, where problems are often solved (or created) through roleplaying the flaws and merits of a character. I want people to FEEL their characters.
That being said, I think it might be useful to have players write down a list of characteristics that their character has, that don't equivocate to rules. Just certain things about the character that give more roleplaying oppertunities.
Does Alignment hold a bearing on this? I'm not sure of that either. Are Good people usually happier than Evil?
Are Neutral people just bland no names? Negatory. Although, I do think that Chaotic people may tend to be more "active" about their emotions (although not neccisarily in a positive way) while Lawful people are generally in control of their emotions more often.
I think having Alignment and Emotion seperate is an excellent idea. A Neutral Good character could often end up more sad than an Evil counterpart, due to that character's attachment to others... But obviously this is not a rule.
Another aspect of how to create more emotion and thus a darker and more emotive atmosphere would be Traits as presented in the Unearthed Arcana. However this option is a little set in stone. It would be too complicated to ba able to remove a trait once you have it than just to make the character with strenghts that can be explained...
So we'll think on that one more I guess.