I've been cogitating on a Stormbringer inspired summoning class for Pathfinder recently and finally hit some inspiration last night and threw this together this morning. It's not quite done, there are some durations to work out, I need to build an Aspects list and their effects and, of course, do some testing but I thought I'd put it up here today for your perusal and preview.
The Sandbox Campaign
I've been doing a lot of reading recently, re-learning how to GM and prepare adventures. Over the years I got into the habit of having no preparation beyond a general idea of the plan and a book from which to pull names. Thoughts and plans are beginning to coalesce and today I've been pondering Campaigns.
Codifying Amorphous Knowledge
The phrase has potential. That is all for now.
How Much Realism Is Too Real
In the past I've been a strong advocate and supporter of realism. I still lean towards realism in my design and planning but I've started re-thinking my opinion on the matter recently. There is such a thing as too much realism. For example...
Believable Villains
Light and Dark can be found in everyone. It can be fun to have a villain that is pure evil, with no redeeming qualities. In such cases the players don't have anything to feel guilty about when they defeat the villain. However, in mortals (and immortals if you take your cosmology cue from most polytheistic religions) Good and Evil can be found within everyone.
Re-learning to GM
I have't GM'd a regular game in years. I used to be pretty decent, though I'd never say great. Over the years, my style and game quality have declined. It's time to get back to the basics.
The plan for now is to start with a small shanty-esque town outside a larger city. The scene begins with the players having been kicked out of the larger city for one reason or another (perhaps to be determined by the players themselves), leaving us with a smaller city area for them to role-play in. In the shanty-town there will be one developed NPC who offers the PC's a job in a simple dungeon, either simply for pay or in exchange for the means of getting back into the city. The means, of course, may or may not involve additional work/adventures to come to fruition.
The plan for now is to start with a small shanty-esque town outside a larger city. The scene begins with the players having been kicked out of the larger city for one reason or another (perhaps to be determined by the players themselves), leaving us with a smaller city area for them to role-play in. In the shanty-town there will be one developed NPC who offers the PC's a job in a simple dungeon, either simply for pay or in exchange for the means of getting back into the city. The means, of course, may or may not involve additional work/adventures to come to fruition.
The Reflection in the Jewel
Maybe I'm behind the times, perhaps you've already seen this. But if not, it's fascinating! Grab your D&D 3.5 player's manual (I know you've got one. If not, head to your local gaming store and check it out there) . . . anyway, grab your manual, turn it upside down and look at the yellow jewel in the (now) top left corner (it'll be the bottom right corner if held right-way up).
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