oldblogger
04-09-2009, 07:13 PM
Ok, so we have just finished playtesting a game I created, (no real title yet, but we call it Olde England). But I need help. Our playtesting was pretty much long knights of random battles and skill tests to make sure everything was balanced and in working order. If this game seems specific, it is. This is designed specifically for a group of my veteran players.
It is set back in Europe 1369. The players are from England. Charles V has just ascended to the throne of France and is about to declare war, once again resuming the Hundred Years War. Edward III is King of England and has already conquered more than a quarter of French territories.
Anyways. It is low fantasy. The faerie courts exist, but that is the realm of witches and druids and such, things generally feared and looked upon with suspicion as the Catholic Church is one of the most powerful forces in the world.
There are no orcs or goblins running around, and though fairies and elves are said to live, no one can prove their existence. Magic is a strange tool of either malign origin or divine salvation.
The characters consist of: a Scottish warrior (very strong and savage, not a big talkative person, hit with sword, ask questions later), a noble knight (though he grew up privilaged he is very grounded and prefers to find ways to avoid conflict, however he is no coward), a priest of the catholic faith (also very sympathetic and instead of condemning those of other beliefs, prefers to lead by example), and a gypsy from southern Ireland (very mysterious and headstrong, she is daring but not foolish).
(Yes the Scottish warrior and the English knight fight.... a lot)
I have never before run something so low fantasy. The priest is quite strong and knows only three spells:
Bless - +2 to attack, one temporary health box
Heal - When resting the priest can heal 1 lethal damage every half hour)
Augury - Catch a small glimpse of divine insight to see the general and immediate outcome of an action
And the gypsy only has two magical powers:
Fire Telling - Once a fire is created the gypsy can use it to get simple answers about the future)
Healing - The results of all Herbalism checks the gypsy rolls with regards to healing are x1.5
Really, I dunno what to do for adventuring. There is no more "Go slay the dragon" or "Recover the lost magical Staff of Desmora"
I don't really want to involve them to heavily in the war (we just got out of an extensive D&D war game) and I just want it to be a background element (the reason prices are so high, etc.)
So any ideas for adventures?
It is set back in Europe 1369. The players are from England. Charles V has just ascended to the throne of France and is about to declare war, once again resuming the Hundred Years War. Edward III is King of England and has already conquered more than a quarter of French territories.
Anyways. It is low fantasy. The faerie courts exist, but that is the realm of witches and druids and such, things generally feared and looked upon with suspicion as the Catholic Church is one of the most powerful forces in the world.
There are no orcs or goblins running around, and though fairies and elves are said to live, no one can prove their existence. Magic is a strange tool of either malign origin or divine salvation.
The characters consist of: a Scottish warrior (very strong and savage, not a big talkative person, hit with sword, ask questions later), a noble knight (though he grew up privilaged he is very grounded and prefers to find ways to avoid conflict, however he is no coward), a priest of the catholic faith (also very sympathetic and instead of condemning those of other beliefs, prefers to lead by example), and a gypsy from southern Ireland (very mysterious and headstrong, she is daring but not foolish).
(Yes the Scottish warrior and the English knight fight.... a lot)
I have never before run something so low fantasy. The priest is quite strong and knows only three spells:
Bless - +2 to attack, one temporary health box
Heal - When resting the priest can heal 1 lethal damage every half hour)
Augury - Catch a small glimpse of divine insight to see the general and immediate outcome of an action
And the gypsy only has two magical powers:
Fire Telling - Once a fire is created the gypsy can use it to get simple answers about the future)
Healing - The results of all Herbalism checks the gypsy rolls with regards to healing are x1.5
Really, I dunno what to do for adventuring. There is no more "Go slay the dragon" or "Recover the lost magical Staff of Desmora"
I don't really want to involve them to heavily in the war (we just got out of an extensive D&D war game) and I just want it to be a background element (the reason prices are so high, etc.)
So any ideas for adventures?