Wondering if anyone has suggestions on a low fantasy setting/mod on the DnD rule set. I'm thinking along the lines of a game like Darklands (if you've played that gem) or perhaps the book Soldier of the Mist , by Gene Wolfe. I don't know why that will not un-bold, but, anyway, any ideas would be great -- thanks!
A Mighty Fortress for 2e was a cool source book for a low-fantasy campaign set in 16th and 17th century Europe and beyond. Swashbuckling, muskets, rapiers, political intrigue, the Renaissance and the Age of Exploration mixed with a little bit of magic and the supernatural. Never got to play it, but always thought it would be fun.
There are some tips in the DMG if you want to make a campaign. There are probably some on DM's Guild too.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
If you’re homebrewing something, Sometimes I like to say everyone is a human. From a mechanical standpoint (ability bonuses, other abilities, move speed, what have you) they can choose any race, but everyone is a human. That way if they run into any non-human, it feels really unusual and kind of scary. And restrict magic a lot. Spell casting should be very rare. Unless your players would revolt, ban a few classes to the PCs, there can be different ones that work or don’t depending on how you want to go with things.
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Hello,
Wondering if anyone has suggestions on a low fantasy setting/mod on the DnD rule set. I'm thinking along the lines of a game like Darklands (if you've played that gem) or perhaps the book Soldier of the Mist , by Gene Wolfe. I don't know why that will not un-bold, but, anyway, any ideas would be great -- thanks!
-- Matt
A Mighty Fortress for 2e was a cool source book for a low-fantasy campaign set in 16th and 17th century Europe and beyond. Swashbuckling, muskets, rapiers, political intrigue, the Renaissance and the Age of Exploration mixed with a little bit of magic and the supernatural. Never got to play it, but always thought it would be fun.
There are some tips in the DMG if you want to make a campaign. There are probably some on DM's Guild too.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
If you’re homebrewing something, Sometimes I like to say everyone is a human. From a mechanical standpoint (ability bonuses, other abilities, move speed, what have you) they can choose any race, but everyone is a human. That way if they run into any non-human, it feels really unusual and kind of scary.
And restrict magic a lot. Spell casting should be very rare. Unless your players would revolt, ban a few classes to the PCs, there can be different ones that work or don’t depending on how you want to go with things.