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Hi all,
So, as most of you might know, my own gaming endeavors have so far lead me far from Blackmoor, and it's likely going to stay that way for a while.
But before I got serious about Mordred, I pondered running a game set in the Evensong era (Northern Calender 1040 and onwards) for quite a long time.
(And I will probably still do it, on some distant day.)
Now, the one gaming book (series) that I specifically suggested my players to get in order to develop a feel for how the setting would be like within an advanced timeline
was FFG's Dawnforge. That was in part because of my personal preference, but also because I think that the setting sort of fits for Blackmoor.
(In fact, I have said that, if I had to run a published adventure for Blackmoor, it would probably be Dawnforge's Path of Legend.)
What books would you guys suggest for somebody who wants to develop Blackmoor's future, after the time of Uther?
Yours,
Rafe
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I'm getting lots of mileage out of TSR/WotC's Alternity line. Between the core rulebooks, Beyond Science FX supplement, and Darkā¢Matter setting, I'm finding just about everything I need to paint my picture of the Empire in its final days...
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For the time of the Beastman Crusades, I like making use of items from the Iron Kingdoms.
-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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Very interesting options, indeed.
The Iron Kingdom's Witchfire Trilogy is something that I'd probably like to run in Blackmoor at some point - like, for my home group.
While I am on it, one of the titles that I would run in the Evensong continuity would be the "Saga of the Dragon Cult", by Goodman Games.
It's insanely long for a PBP, but it NAILS the mood that my future Blackmoor would have - the idea being that the destruction of the Evershard releases ...Well, something.
The Irilian adventure would have gone in the same direction.
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The Witchfire Trilogy is cool, but I was thinking more in terms of using Iron Kingdoms Warjacks and Gunmages for the Age of the Wolf/Beastman Crusades Era.
-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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Perhaps - the thing is, I am usually a DM that likes reduction when it comes to the use of d20 elements.
So, I am inclined to disregard options for characters, and on, unless I think it's integral to the story.
Say, the jester character for OD&D: Brilliant. But the Herbalist class from my beloved Penumbra books? Not so much.
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Like, for the Witchfire trilogy, to know what to include in Blackmoor when it comes to players options, I would have to run it.
Both concepts are fairly interesting, by the way, but I'd rather implement the concepts than the rules.
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Guymelefs from Escaflowne. And those cool flying ships. And the score by Yoko Kanno...
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Mechs in general seem like a very good addition - HOWEVER, steampunk plus D&D tends to break.
I'd rather then simply use a more adjusted ruleset, like, indeed, the new Iron Kingdoms RPG, or, that French RPG whose name I forgot.
Obviously, we have a visual model, even a bible, for a steampunk-heavy Blackmoor:
http://finalfantasy.wikia.com/wiki/Final_Fantasy_VI
One of my favorite video games of all time.
THAT's how you do a steampunk RPG.
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Has anyone considered using elements from the Dragonmech RPG? The tech in it might work well for far-future Blackmoor. As it's a post-apocalyptic setting, it could also work a century after the Rain of Fire described in Mystara. "The Lunar God of Dragons" might be the same as Pearl the Moon Dragon, who might be the same as the Blackmoorian dragon-god Chamber.
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