| Post/Author/DateTime | Post |
|---|---|
| brock samson06-11-07, 01:34 PM | Hey all: I am going to be running a long one-shot adventure based on a fantasy version of Colonial America (arcane magic instead of technology) with a romanticized version of the French-Indian War as a backdrop. Any suggestions as to a guidebook or resource I could get a little inspiration from? I know of RPG one book (not a WotC book, so it shall remain nameless) which has 'Native' America as an expansion territory to explore. Any other places I should be looking? As always, all help is much appreciated! |
| Heros_Backpack06-11-07, 02:20 PM | You might want to read one or more of Orson Scott Card's 'Alvin Maker' Series. It's set in a Colonial America that has magic as well as technology all around. |
| Rhineglade06-11-07, 02:30 PM | Interesting idea. I haven't heard of anyone else doing that era before so good luck! Off hand, one source I would recommend purely for inspiration is Mel Gibson's movie "The Patriot" sent in Revoluntionary times. You get a good feel of the clothing, homes, and technology/weapons of the time. Other than that, you should do some quick Google searchs for "History of Colonial America" and maybe even "Folklore of Colonial America" and see what you come up with. |
| krichaiushii06-11-07, 02:47 PM | See if you can't find any of the Northern Crown (http://www.atlas-games.com/crown/index.php) RPG books. Not many were published, but it sounds like you are heading down this path. After all, why reinvent the wheel, and all that? |
| brock samson06-11-07, 02:50 PM | All great feedback, ya'll! I am planning on giving a full write-up on these boards after this weekend-long adventure, along with my impressions of using pre-recorded music at certain points in the adventure to build the scene. I am also using the novel Last of the Mohicans by James Fenimore Cooper as a sort of inspiration for the backdrop. Anyone have any RPG guides/sites/books I could use as a guide? |
| brock samson06-11-07, 02:51 PM | See if you can't find any of the Northern Crown (http://www.atlas-games.com/crown/index.php) RPG books. Thanks krichaiushii! |
| GoriceXII06-11-07, 03:40 PM | You might also try "Last of the Mohicans" (the BBC series is more like the Robert Louis Stephenson books though I admit that the last Hollywood remake of the story was gorgeously filmed and the setting looks really good). I also recommend Pierre Berton's The Invasion of Canada just to get something of the feel of the era though it takes place about fifty years later. |
| Hochiu06-11-07, 03:52 PM | I don't know what you're doing for weaponry or technology, but if you wish, check out my Firearms file (located in my sig) to see if anything helps you there. A lot of people don't mind using the DMG firearms, but I decided to expand it to make it a little more "realistic". I would also suggest going to individual reenactment websites to get the feel of the time period as represented by volunteers and historians. F&I reenacting is still fairly unpolluted by idiocy (unlike American Rev. and American Civil War) and can just give you a little bit more of an idea and impression of what it was like without eloquent writing. |
| ewancummins06-11-07, 04:22 PM | What are the colonial powers like? What are the natives like? How close is this to RL history? I noticed you mentioned arcane magic in place of advanced tech. No gunpowder, then? Maybe the colonizers have warmages and wizards, something the natives never developed? |
| Rockjaw06-11-07, 07:10 PM | Try reading the "Frontiersmen" Series by Alan W. Eckert (I think I spelled that right) is is very detailed about that era early Colonial times |
| brock samson06-11-07, 07:37 PM | What are the colonial powers like? What are the natives like? How close is this to RL history? I noticed you mentioned arcane magic in place of advanced tech. No gunpowder, then? Maybe the colonizers have warmages and wizards, something the natives never developed? Good questions. I was going to wait until after the weekend long adventures to give a long summary, but since you all are asking, I'll just run it down real quick. Like I said, this campaign is a Colonial-esque period, but instead of technology/gun powder, the Empire has something a little different: arcane magic. This will take place around the mid 1700s in the New World, probably along the back-drop of the French-Indian War. Since it's historically based, the backstory practically writes itself, and stays simple for very little explanations, since I would rather spend all my time planning the 2-3 adeventure story arc, instead of spending all my time on the campaign, which will only be played over one weekend. As for races, I figured the following parallels: Britain = Humans Spain = Dwarves French = Halflings Dutch = Gnomes Native Americans = Elves I will slightly change the names of all countries (ie- Britain becomes Empire of Britania, etc.). More details to come tomorrow regarding how guns will come into play. Anyone interested? Want to hear more? |
| ewancummins06-11-07, 11:27 PM | Maybe the elves should have favored class: druid, instead of wizard. That fits with the natives not having much arcane magic. Or maybe ranger or scout. |
| brock samson06-12-07, 09:10 AM | Maybe the elves should have favored class: druid, instead of wizard. That fits with the natives not having much arcane magic. Or maybe ranger or scout. The quote above hit the nail on the head. What I was planning was to have the Europeans wield arcane magic (the substitute for technology) and Elves (Native Americans) practice divine magic, more centered around nature/druidic spells. The Elves do not have the knowledge/capability to use arcane magic, and the Europeans don't use divine magic, as they see it as blasphemous and an afront towards God. That should even the playing field some. I am coming up with a pretty in-depth substitution for guns right now. It involves harnessing some arcane magic (remember, the replacement for technology and thus firearms) into weapons readily availability to the Europeans. More details to come...Anyone interested...? |
| Hochiu06-12-07, 09:13 AM | So I'm curious exactly how magic is going to take the role of technology. Could you elaborate any ideas, even half completed ones? |
| brock samson06-12-07, 10:27 AM | You asked for a half-completed idea, so here it is: essentially, instead of firearms, soldiers, adventurers, etc. can carry a sort of magical firearm. It will be a "wand" (in the shape of a musket) which can be loaded with magical components, and shoot some arcane magical offenseive spells, such as fireball, electricity, etc. Remember how muskets had to be loaded with the small packet of gunpowder, which were usually wrapped individually in a small cloth pouch? Instead of gunpowder, what if that bag held magical components, which could then be forceloaded into a musket-type wand, then the musket itself acts as the catalyst for the spell? This would put the power of arcane magic into many hands, but ensure they're not as powerful as a true wizrd or sorcerer. The catch is that I am coming up with an extensive system of skills which will allow you to use such awesome power, so it's not just an easy exotic weapon profeciency. I am kicking around this system: (By the way, I am calling this "Musket" for now, as I haven't thought of a cool name for this weapon yet... any suggestions?) Musket (Dex) You have the taught ability to carry, load, and shoot arcane spells out of your mucket. For each skill level, refer to the chart below: Skill level 1-5: Have the ability to carry/load/shoot 1st level offensive arcane spells (will have list eventually). For every skill level above 1, the spell will be cast as one level above the minimum needed for the spell. For example, if Hawkeye takes 4 skill levels in musket, and chooses Magic Missle, a level 1 arcane spell. However, since he has taken 4 skill levels in it, his caster level for the Magic Missle is for a level 4 wizard. Skill level 6-10: Have the ability to carry/load/shoot 2nd level offensive arcane spells (will have list eventually). For every skill level above 6, the spell will be cast as one level above the minimum needed for the spell, or you may continue to increase your caster level for a lower level spell. EXAMPLE 1: If Slightfoot takes 7 skill levels in musket, he chooses Flaming Sphere, a level 2 arcane spell. However, since he has taken 7 skill levels in it, his caster level for the Magic Missle is for a level 4 wizard (minimum caster level 3 for spell + 1 for the skill level over 6). EXAMPLE 2: Hawkeye takes 7 skill levels in musket, and chooses to upgrade his Magic Missle, a level 1 arcane spell. However, since he has taken 7 skill levels in it, his caster level for the Magic Missle is for a level 7 wizard. You get the idea. The skill levels will be as high as their class will allow them to be. I will also work out some specific, augmenting metamagic feats for the musket, such as Long Shot, True Strike, etc. as well as some feats for shooting skill, such as Quick Reload, Load While Running, etc. That's a short verion of it. What does everyone think? |
| GoriceXII06-12-07, 11:49 AM | That's actually a pretty cool and innovative idea in general. I'll need to think a little about the stats you suggested but overall I think it is one of the better unusual weapon style ideas that I've seen. |
| brock samson06-13-07, 01:49 PM | That's actually a pretty cool and innovative idea in general. I'll need to think a little about the stats you suggested but overall I think it is one of the better unusual weapon style ideas that I've seen. Any suggestions/tweaks to the system would be much appreciated. |
| Bacchus253006-14-07, 02:40 AM | A great book that involves magic in colonial America is Two Crowns For America by Katherine Kurtz. It has a heavy Masonic tone to it. |