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Old 06-06-2009, 04:15 PM   #23
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: Fantasy Setting for GURPS

Quote:
Originally Posted by pawsplay View Post
Yrth is a good setting, but ultimately it's the SCA + Sleeping Beauty. In canon, there are few interplanar rifts or faerie trods, fairly limited battle magic (but rather extensive strategic spellcasting), and so forth. It's fine if you want to hunt renegade knights, reclaim dwarven mines from orcs, or rescue pilgrims from religious zealots. If you want to play the A-team of a shapeshifting wizard, a hulking barbarian swordsman, a conniving tomb robber, and a clerical antiquarian, you can do it, but you're already stretching the limits of the setting. If you are seeking out a renegade wizard who's stolen a priceless orb and who may be trying to achieve immortality, but who turns out to be a strange, shapechanging humanoid from the eldritch past, you've broken them. If you want to "go slay some frost giants and dragons," you are not adventuring in Yrth.
I don't know why you'd say that. You can play High-powered over the top Dungeon Fantasy in Yrth, no problem if you want to. You can have dungeons, dragons, and giants. How do you do it? Give the players more starting points. It really isn't that big of a deal. Banestorm is flexible enough to accommodate low power or high-power. It would be trivial to minimize the religious conflict or just say they all worship Pelor and Shar. Or whatever. There are already shapeshifting sketchy people from the eldritch past doing sketchy things (one in Caithness and one in Megalos). You can go running around killing Giants all you like...say in the Northlands.

If you can't imagine being way high-powered in Yrth, you have to think a bit more.
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