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Join Date: Sep 2004
Location: Brisbane, Australia
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So I've been kicking around an idea about a new campaign, where the players play gods. There fighting with/against other pantheons in order to spread their influence and worship.
I want to get a heoric epic feel for the campaign. As if they're playing in their own personal Illyiad. Birthing heroes, guiding their people to glory and conquest. That sort of thing. So I'm thinking that the players get glory points depending on how many worshipers/temples they have. They pick a college or a list of spells and make that their domain. So Wayne the munchkin picks some spells from the movement, mind control and body colleges and becomes the god of war. Rod the roleplayer picks some from the illusions college and becomes the god of thieves and illusions. Tom the powergamer picks the air college and becomes mighty Zeus. Bill just goes the whole necromancy route and becomes the god of death. As they get more and more glory points it becomes harder for them to interact with mortals without having them struck blind or burst into flames. But they can send them dreams or take the form of other creatures or people. They can also beget children with mortals and create heroes. Heroes can withstand the power of the gods better than humans and will be endowed with great feats of mind or body. The power of the heroes fades with each generation of children after them. The gods can also create artifacts as per the enchantment rules and bequeath these relics to heroes and chosen mortals. I'm also thinking that they can possess the children of mortals and walk amongst their worshipers. But there'll have to be some kind of trade off for that. So basically at the beginning of the campaign when they don't have a lot of worshippers their weak and can act directly in the world. When they gain in power they have to start interacting indirectly or destroy what they have created. What do you think? |
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| Tags |
| gods, gurps, gurps 4e, the primal order |
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