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Posted: Wed Feb 24, 2010 6:11 pm
by DangerDwarf
Paizo's Golarion has become my default C&C setting. Our current C&C game is using the Umbrage Saga set in Last Wall.

Posted: Wed Feb 24, 2010 6:17 pm
by Christina Stiles
jeff wrote:
I

Halflings as Ferengi, now that's an interesting idea! I may have to borrow this idea.

We used a similar idea in SpirosBlaak. Instead, we have a goblin race of ferengi-like people. They are called the Bakad (aka Hagglers): http://www.misfit-studios.com/spirosblaak/races.html
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Posted: Wed Feb 24, 2010 6:31 pm
by Treebore
Bottom line is there are a lot of darn cool settings out there. Many things I like about most of them. Greyhawk, Wilderlands, Blackmoor, Scarred Lands, Kalamar, Midnight, Mystara, Ravenloft, Harn, Golarian, Glorantha, Freeport, Dawnforge, Dragonlance, Faerun, Oathbound, etc... all have lots of ideas to offer, and is why when I realized how the vast majority of them are only covered as continents, small regions, and such I put the vast majority of them all on one world.

Heck, Dawnforge is why Druids have an "Elemental Path" that they can go down in my house rules.

For my next game starting up in about a month I am hoping to come up with a awesome over arcing "hook" to have them go travelling all over the world so I can have the opportunity to expose them to a bit of each setting.

Having them be part of a ships crew would generally be a good start, but unfortunately modules I wish to use, such as Castle Amber, Tegal Manor, and many others, do not fit in easily with ship board adventure. So I am going to have to get creative.
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Posted: Wed Feb 24, 2010 6:34 pm
by Treebore
Dang! Just figured out this is one of those threads that Necromancer Arazmus raised from 4 years ago!
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Posted: Wed Feb 24, 2010 6:35 pm
by serleran
Sure they do -- they can be ghost ships.
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Posted: Wed Feb 24, 2010 6:38 pm
by serleran
But, for me, I sort of like the idea of a pocket universe, like Ravenloft. Only, with its own rules and conditions for each continent... basically, Ravenloft crossed with TORG, and some elements of Rifts added in. But, that's when I run my own stuff.
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Posted: Wed Feb 24, 2010 8:47 pm
by anglefish
Treebore wrote:
Having them be part of a ships crew would generally be a good start, but unfortunately modules I wish to use, such as Castle Amber, Tegal Manor, and many others, do not fit in easily with ship board adventure. So I am going to have to get creative.

Ah. Castle Amber. I remember thee well. Why not simply have these modules on a island each? The islolation even explain the madness that creeps into these families. Sort of a mini-Gormenghast

Posted: Wed Feb 24, 2010 8:51 pm
by Treebore
anglefish wrote:
Ah. Castle Amber. I remember thee well. Why not simply have these modules on a island each? The islolation even explain the madness that creeps into these families. Sort of a mini-Gormenghast

I might be able to make it work, I'll have to reread the background histories of the various modules and see if I can come up with ways to connect them so that the players will want to "follow the chain", or "be railroaded" as so many call it.

Its only a Railroad when the players don't enjoy the ride.
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Posted: Wed Feb 24, 2010 9:34 pm
by anglefish
Amen brother.

Gold is always a motivator. If each island is part of a trade route, that gets them in the right direction.