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Post by Zoltan! on Jan 26, 2016 16:09:40 GMT -7
Greetings All...
I am thrilled to announce that I have been in contact with the Sasquatches and they are willing to answer some questions for us!
I'll put together a list of 10 or so questions & email it to them. When they respond I 'll post the answers on the on the forum... sound good?
If you have something you would like asked, post it as a reply here. After the weekend (01/31) I'll compile the list & send it off.
Bill W.
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Post by Athkethin on Jan 26, 2016 17:26:42 GMT -7
My #1 question: (When) Can we expect any further support for the Primeval Thule campaign setting?
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Post by maceo13 on Jan 26, 2016 19:54:11 GMT -7
Wow! That is great news and thank you for asking for us!
#2 What are some suggestions for running magic-using classes in Thule?
I would really appreciate hearing how they reconcile that with a low-magic setting. It's one area I still struggle with as I am planning a campaign. Limit classes, limit spell selection, make magic dangerous? Any tips or advice or rules would be amazing.
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Post by dicewrangler on Jan 27, 2016 11:02:32 GMT -7
Three items that I would like to see, not necessarily questions, are:
* An untagged or simplified map of Thule that we can share with our players. * A new sorcerer origin, in addition to the Great Old One, that is more fitting to the setting. Perhaps genie, rakshasa or serpentman? I do not feel that draconic or wild mage are appropriate to the setting. * A shaman class
My questions are: * Can I purchase a physical map of Thule (ideally simplified; see above), Quodeth or other commonly referenced region from an online source? (Or should I just have them printed myself?) * Besides the Traveler's Guide, can I safely give my players a subset of the Campaign Setting PDF? If there was a Player's Guide that they could purchase (like from DriveThruRPG) that contained some setting background and enough information for character creation that would be my preference. * What maceo13 asked above: tips for keeping magic dangerous; sometimes unpredictable and never to be taken lightly.
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Post by Athkethin on Jan 27, 2016 11:17:03 GMT -7
Three items that I would like to see, not necessarily questions, are: * A new sorcerer origin, in addition to the Great Old One, that is more fitting to the setting. Perhaps genie, rakshasa or serpentman? I do not feel that draconic or wild mage are appropriate to the setting. Page 8 of the Player's Companion provides reskinning of the official WotC sorcerous origins for use in Thule: "In the esoteric traditions of Thule, sorcery is derived from the arcane powers of innately magical races. Sorcerers who favor elemental magic—the sort of powers and abilities commonly associated with dragons in other worlds—gain their abilities by infusing themselves with the energy or essence of geniekind. Although the genie races vanished from Thule long ago, a few of their ancient places or relics hold the secrets of power mortal sorcerers can unlock. Sorcerers who master magic of chaos and transmutation, on the other hand, draw their powers from the ancient secrets of the rakshasas. In fact, some sages wonder if the rakshasas deliberately allowed some of their arcane secrets to fall into human hands to sow chaos and conflict in the world of mortals." So there's genies and rakshasas for you right there.
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Post by dicewrangler on Jan 27, 2016 12:18:17 GMT -7
For Sorcerers, I allow the Draconic Bloodline origin but it is renamed Serpentmen Bloodline and there is only one "color" choice: Green / Poison. Note yet sure what to do about the 14th level ability: Wings. . .
Personally, I dislike the Wild Magic origin primarily because it slows the game down with extra die-rolling and on-the-spot interpretations of the results -- which are mostly silly anyway; I am trying to run a fast-moving and "serious" game.
Primeval Thule genies appear to be different from "standard" 5e Genies in that there are no elemental planes. Are there Dao (earth), Efreeti (fire) or Marids (water) or just Djinni (air)? I want a Janni origin for Sorcerers, however, because that seems appropriate to the setting; especially after running "Cavern of Golden Tears." Having Genie or Rakshasa warlock patrons seems appropriate too.
UPDATE: I decided to use the Sorcerous Origin, from the Sword Coast Adventurer's Guide, for Janni but replaced Primordial (language) with Benthic.
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Post by egamma on Jan 27, 2016 15:41:58 GMT -7
I would love more random encounter tables, and more adventures. Ideally I would like to have one adventure for every major city on the continent.
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Post by maceo13 on Jan 27, 2016 16:35:27 GMT -7
If there is time for more questions I would like to know if there are other mechanics that they emphasis or house-rule?
Is there something they didn't get a chance to address they wish they could have whether lore or game play?
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Post by egamma on Jan 29, 2016 21:56:23 GMT -7
Did they really want to include dwarves and halflings or were they simply forced to do so by popular opinion and/or Basic 5e compatibility?
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Post by dicewrangler on Jan 30, 2016 0:05:13 GMT -7
Did they really want to include dwarves and halflings or were they simply forced to do so by popular opinion and/or Basic 5e compatibility? Good question but, I feel, that primitive halflings (similar to pygmies; hunter/gatherers, not agrarian) fit quite well in the setting. Dwarves, on the other hand, need to be "darker" and more mysterious. In my campaign, I secretly have determined that dwarves come from another planet, specifically a planet with heavier gravity than Earth (which explains their stature and toughness) and a toxic atmosphere (so they learned to live underground and are resistant to poison). Not only have they mastered crafting steel but they also developed a different type of arcane magic: runes and runecasting; both of which they are highly-protective of. Elves came from the Feywild and, like the dwarves, they are slowly dying-out (on Earth) and cannot easily return to their homeworld.
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Post by Hussar on Feb 4, 2016 22:23:20 GMT -7
Sorry, if this is too late, but, here's my questions.
1. When can we expect the digital versions for Fantasy Grounds to be released. I would like to start my campaign once I get my hands on this, and it has been quite a while.
2. What impact, if any, has the new 5e SRD and DMsGuild had on future plans? Is there any talk of allowing 3rd (or I guess 4th in this case) party material producers to produce material for Thule?
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Post by maceo13 on Feb 13, 2016 13:52:03 GMT -7
Any update on when we'll hear back?
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Post by maceo13 on Feb 28, 2016 10:44:11 GMT -7
nuthin'?
sad face
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Post by egamma on Feb 29, 2016 16:41:00 GMT -7
Too busy rolling in piles of Atlantean rubies.
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Post by maceo13 on Mar 26, 2016 11:14:20 GMT -7
Kinda a shame they haven't responded...
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Post by Athkethin on Jun 18, 2016 18:43:20 GMT -7
Did we ever get any kind of response/follow-up to the questions?
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