I like these more than the rest of the New Takes I have read so far.
Instead of trying to make an "alien race" out of something that is somewhat familiar, these take people and create an "ethnic group" to replace other DnDish monsters and villian peoples.
I like the details about horses. I like the Mongolian vibe. I think they should have hawking mastery. I would add some degree of animal bondings (though not make the animals intelligent). Go to Comment
The thread is a litte too confusing to follow (summary please). I get the basics. These are just a somewhat interesting monster race. AT least they have an excuse for existing. Go to Comment
I have not seen this techniqued used since my Champion's days. Now as I remember it, it worked really well. Something else to add to the arsenal. Go to Comment
Having played in a game with 28 people in it, and recognizing this play style, I played with someone who had read this article. It worked. It was not as much fun as it could of been, but we got things done. That lead to more fun, so it was all good. Go to Comment
These are our enemies that are also our friends. We all believe in the same religion (more or less) but we see it different ways. This is great. You can have a realistic and complicated religious situation, something to add drama to the game and give a great deal of potential. Go to Comment
Good quick summary of what is a huge religion. It gives you a lot to work with, a structure you can adapt to. It has a lot of individual touches that make it uniqe. Go to Comment
It is a Catholic Styled Church without all the baggage from trying to use "real religions" in your game. You get all the ritual, mystery, symbolism, strange mythology, and massive beuracratic church, without the problem of doing a real church.
Looking at both posts make them really good.
Why do I get a Scientology Vibe... a church that was set up with the sole purpose of attracting and maintaining members? Go to Comment
I like this one. Not a huge amount, but it is a good solid explanation for a single deity church, its enemy demon, and left overs from other elder cults. Go to Comment
I get this whole India/ Hindu vibe from this. Again, if this is your cosmology, it will effect the entire campaign. This defines the campaign. It also changes the way most games structure magical powers. Go to Comment
Hard to follow, but a really cool idea. So what is his church like? Would it be a single thing or a confused mess? After all, he is not paying attention to the little details (like religions that worship him). Go to Comment
I really like this one. It defines the entire setting it is in. Your "mythics" (Love that) are dying off. Your Humans are your main society and peoples. You have a single church, with or without a dark ages. Lots of potential drama. Go to Comment
Again. One of those posts that is merely okay by itself that you have to read all the various linked posts to go "OH! That's cool."
You could have this happen right now in your campaign (sucks to be a cleric). You could have it as the past.
It comes with its own allied enemy too. Fun. Realistic.
It is a nice variation on the one god thing. It gives you a One Deity Fantasy and all the central church elements that make GMing easier, but not a Christian Church Rip Off. Go to Comment
Lifeforms (Intelligent Species) (Plains)
Instead of trying to make an "alien race" out of something that is somewhat familiar, these take people and create an "ethnic group" to replace other DnDish monsters and villian peoples.
I like the details about horses. I like the Mongolian vibe. I think they should have hawking mastery. I would add some degree of animal bondings (though not make the animals intelligent). Go to Comment