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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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I am thinking of switching my nascent campaign setting from D&D to GURPS. It's still in the early stages of development, but I am beginning to think GURPS will better suit my world. I can post some notes on the world, and maybe people will be able to give me constructive feedback [both for modelling things in GURPS, and ideas/criticism/comments on the world itself].
A few very general notes on the setting: Species: Humanity is fairly widespread. Elves and dwarves are probably in, but I will play around a bit with both. No halflings, orcs, or great eagles [trying to get a little distance from Middle Earth]. Other races are possible, I just haven't decided exactly which ones to use. Magic: Magic exists, but mages and enchanted items are uncommon. Magic isn't really a practical substitute for mundane technology. Full magery is rare, with many mages being limited to one college or having aspected magery. Mana levels are low in much of the known world, with pockets of higher mana. No mass production of enchanted items. No quick and dirty enchantment. No 'wiz-marts' selling items on the open market. Technology: Varies, but TL 3 is the standard. Backward or isolated cultures might have lower TLs. Last edited by combatmedic; 03-19-2008 at 12:21 AM. |
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