I'm currently playing in a game in which the GM has a nation with an undead economy. Many of our party are from a stereotypically "good" empire; many of our party are religious in some way (clerics, monks, etc.) who believe undead are anathema. However, an interesting twist is that we have recently been involved with an npc who has defected from the evil country (but still nevertheless has much sympathy for it: the defection was more for political reasons): this npc is proving extremely annoying by constantly talking about how much better off the peasants in the evil country are, how their wages and standard of living are higher; she points to beggars and says how they don't have nearly so many in the evil country etc. The trouble is that all this is true, due to the evil country's massive undead economy. We are being put in the position of having to defend our country's and religion's position to undead (which is especially difficulty as the good country has it's share of opulent palaces, cathedrals, etc.) Go to Comment
A very useful and innovative plot device. The equivalent of temporarily depriving a martial party of their equipment (until they can escape and regain it), this temporarily deprives a more diplomacy/money focused party of their gold. Go to Comment
Excellent. Really gives you things to think about. For role-playing purposes, the time in a middle of a paradigm shift could be a very interesting time to set a game. Go to Comment
This is really odd, but I like it. In my world, mages carry around gems which they use to refuel their mana. In yours, they carry around slugs... Go to Comment
Brilliant. I really enjoyed this and could easily find it very useful.
One minor niggle: males can breed with all four other genders, but amales can only breed with semales, females and umales. Isn't this a contradiction? There is the same problem for females and semales. Go to Comment
I've got to say I really disagree with a lot of the people here - I don't think the submission has logical hiccups in or contains implausible science, nor do I feel a need for more settings details.
The science is plenty deep enough for a sense of verisimilitude and the way it works (e.g. the restrictions) all seem to make sense and have a nice grey area around the border to make things interesting.
Overall, very good! I could pick this up and drop it into almost any science-fiction campaign I was running - it not into the main society, then into a smaller world/system that the PCs visited. Go to Comment
Really like this item - as well as it's good properties (and its tie-in to Elemental Theory!) I like a "realistic" explanation of invisibility other than the usual light-bends-around you one. Go to Comment
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