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Thread: Fantasy Actual Play

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    Question Fantasy Actual Play

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    I previously asked about favorite settings. Hidden at the end of that was a question.

    What is it about your favorite setting that is expressed in actual play? Or comes about in actual play. Or shows up in actual play.

    We can talk much about themes, ideas, color, and "awesomeness" of a setting. I am really interested to know what you think your favorite settings bring into the game.

    This to me, is where the rubber hits the road.
    Trentin C Bergeron (TreChriron)
    Bard, Dreamer & RPG Enthusiast
    October Northwest

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    Midnight isn't really a favorite setting per se, but it's one I've played recently.

    Most d20/D&D games have magic spells and magic items aplenty. Not so Midnight, where the Shadow's minions have banned magic, literacy, weapons, and armor, and can sniff out magic use near them or their corrupt spirit familiars.

    In such a setting, players have to think instead of casting routine spell X or using convenient magic item Y, given their costs or complete unavailability. Weapons and armor are real treasure; monsters are real monsters. Openly walking around with banned items or flaunting magic powers in most settlements will bring armies of orcs and evil clerics down upon you and the other villagers. Indeed, any loose talk against the Shadow will bring unwanted attention.

    On the other hand, each of the Midnight-specific classes -- Channeler (the single magic specialist), Defender (unarmed and improvised weapon specialist), and Wildlander (modifier ranger) -- are tough even at 1st level, and the others (Barbarian, Fighter, Rogue) may have a few extra perks. Each character a Heroic Path that grants supernatural abilities in step with one's level. At least in our game, every character also had a Covenant Item, one magic item whose powers manifested more and more as we gained levels, and more importantly did NOT radiate magic.

    Once you figure out what you can and can't do, who you can and can't trust, and where the seemingly invincible Shadow is weak, you can strike back. You won't change the world single-handedly, but you can achieve small -- and occasionally not-so-small -- victories.
    "On two occasions I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
    - Charles Babbage (1791 - 1871)

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    Quote Originally Posted by fmitchell View Post
    Midnight isn't really a favorite setting per se, but it's one I've played recently.

    ...
    That is precisely the kind of stuff I am looking for. Can you please now go and inspire the other genres?
    Trentin C Bergeron (TreChriron)
    Bard, Dreamer & RPG Enthusiast
    October Northwest

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    Depth. Thindacarulle is an old world, both in the history of same and the actually play time. I think I can state safely that few worlds get 34 years of constant play.

    That does come out in play. Nearly everything has a history. This place and that place. A battle here an adventure there.

    I was talking to a player that has been with me for 20 years now. He didn't know certain parts of the history. Not he does. 14 years of play before he joined me.

    The politics shift and change. Right now they have a civil war. It isn't in the city they are in, yet. That could change. Seahaven is a major port. It will be important to both sides.

    Garry AKA --Phoenix-- Rising above the Flames.
    The Dean of Old School
    The Olde Phoenix Inn
    Metro Detroit Linux Users Group

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