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Rhishisikk
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PostSubject: Too ... Big   Thu Feb 14, 2008 6:11 am

Anyone else confounded by the sheer scope of the existing world?

And convinced that the 'Elder Gods' are incredibly wimpy compared to their supposed worshippers? Honestly, I'd have been happy with detailed descriptions of the deities, thier worshippers, methods, and some plot hooks for adding them to the campaign. Adding a Belief total just makes them that less impressive, and steals a lot of their thunder.

I'm tempted to go with a HUGE database project, but until I actually have a group of players it seems like such a waste of effort. Besides, so much of the feel is lost in crunching things into text cells and checkboxes.
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PostSubject: Re: Too ... Big   Sat Feb 16, 2008 11:15 pm

Right now we are considering doing a sourcebook on the Elder Gods and races themselves.

The Elder Gods were not heavily described in the second book as we were thinking of doing a book just for them.

If you add several zeroes to the belief total the sample Elder gods will not look so wimpy.

BTW we have another book coming out real soon call Legendary Artifacts. These artifacts are real powerful! (One artifact has 1 million belief and can do d100 +50 damage.) We will make sure these weapons will not dissapoint as they are legendary and even are semi sentient.

We will also expand the scope of miracles in this book to accomodate such grandiose miracles.
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PostSubject: Re: Too ... Big   Sat Feb 16, 2008 11:18 pm

Oh and if you are looking for a nice place to start, go to the included adventure in Fate's Guidebook called Wolves at the Door. There is also another adventure that ties into Wolves at the Door in The Celestial Gardens called To Find What is Lost.

Our plan is to do a full campaign set in this world where you take several nomadic tribes on a world quest around all 4 continents.

Also there will be several smaller adventures released soon.
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Rhishisikk
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PostSubject: Re: Too ... Big   Sun Feb 17, 2008 10:22 am

Hm, beats my idea. I was thinking of a series of missionaries, with each successful adventure winning over one of the barbarian tribes. My model has the disadvantage of 'power spiral', where there have to be tougher enemies in the later modules just to pose a challenge to the formerly successful players.

Adventure seeds you may wish to consider:

1) The migrating tribes have to cross through Salamander controlled territory/waters. To make things worse, the salamanders in question have recently put down a slave revolt, and are looking for replacements.

2) While sailing near the Teeth of Pthunlos, the tribe is approached by [octopi-demons] who wish to migrate with them. Is it a trick? Will they offer to convert to get a deity on their side? Are they agents of Zhamaz? How do PCs who accept the offer deal with the undines, or worse, Fate? It might even be cool if the mundanes have already accepted the offer in the name of the PC, thus miring them in trouble.

3) Members of an Elder Race try to join the PCs religion. Which is less of a hassle, turning away worshippers who may become hostile over their rejection, or dealing with the negotiating tactics of the racial gods of that species?
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Varchild_Marquee
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PostSubject: Re: Too ... Big   Wed Feb 20, 2008 4:44 am

Excellent adventure seeds... I'll have to use some of these... maybe. Hmmmmmm... wonder if, when, where, and how I can work these into something of mine soon... Twisted Evil
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