Fallout In The Realms

Post/Author/DateTimePost
#1

merdok

Dec 17, 2008 22:47:20
I am looking at building a 3.5 games set in Forgotten Realms but with the events that have happend in 4e realms. with one acception well 2 Mystra is not dead she only put herself (and thus the weave) into a suspended shape and it is the faught of powerhungry mortal mages and a massive war not cause she was killed.

I wanted to take what 4e did and make it more of a post apoc wold . Darker and more dangrous . I like the idea of planar intrusions and with 3.5 they can be a bit more fantastical.

I am just looking for ideas on how things would change in a 3.5 FR 100 years later when basicly a magical apocolypse has changed everything. People have to perty much fend for themselves re learn their magic . There is a sort of magical radiation to wory about. Wild magic zones are more plentifull . Basicly the equivelint of a newclear war
#2

kelcimer

Dec 25, 2008 1:52:34
Do you actually intend to change the magic system to reflect that flavor or are you looking for flavor?
#3

gregwr

Dec 25, 2008 11:37:57
I did this many years ago. When it was my turn to DM our group my character fell into a coma and the others had to go into the future to save him. When they arrived there had been a magical war that left all major cities devastated. There was a kind of magical radiation leftover that would; depending on its concentration, cause even the simplest of spells to fizzle. Those living closest to these radiation zones had developed mechanical means of augmenting magic that looked a lot like technology. Things like hollow tubes that spit out mini fireballs. I also had a table worked out for the chance of spell failure based on radiation concentration. 10% on the far edges, 25% on the edges, 50% closer in going up to 95% near the epicenters. Because of the premise that my character had become a megalomaniac and caused the war, and being an elf was still alive, he had outlawed the existence of all other magic users. The reveal that my character was the villain was really fun.
#4

merdok

Dec 25, 2008 17:15:09
I will be changing a few select things but its mostly fluff as far as how magic is cast. I was thinking that the new way mages found to manipulate the weave still worked but it only took minor tweaks for them to gain their full casting ability agian.

I was also looking into making psionics more common just because it only seems natural that people would look to diffrent magic like ideas in order to try and regain some of what they lost.



Hmmm I was thinking of starting this game so that the PCs where suspended when the war started in order to keep a Mercanary group alive even if they are whiped out . They where the founders of the groups and high level but the spell plague killed their magic items so that they where nothing more than usless pices of leather and steal as well as sapped there experiance. They rember their mission as well as their past but lost a number of levels .

The goal being to re start the mercanary company in this new world.

I was actually thinking of having a hands off guide NPC of amazing strength traveling with them so that there is a way that magic users learn the new ways to cast and well you would need a guide after this I would supose. Ofcourse he could turn out to be the bad guy but then agian my group would suspect this right off so i could play on that as well and make him really the good guy and in a fun sceen he would be killed when the real villan appears to the PCs

as for the spell radiation I was thinking actually sence this stuff warps creatures and plants maybe to much exposure to it will mutate you . Both good and bad things could happen (a balance im putting in so everyone just dosent charge into every radiated zone they see is that the bad effects have a higher rate of ocourance but only slightly. or maybe 50 50 chance im not sure yet)
But the effects could be spells perminately cast on them (mage armor or polymorph) Simple cosmetic changes like skin color change hair falling out. Sometimes perminate sometimes not. all of these effects are tottaly random (d100 rolls to determine effects)
#5

lord_karsus

Dec 27, 2008 21:00:07
-Just use the 4e setting, keeping your specific changes, and the 3e ruleset.
#6

tallric_kruush

Dec 27, 2008 21:12:39
-Just use the 4e setting, keeping your specific changes, and the 3e ruleset.

I was tempted to say the same.

Alternately, all the rules for wild magic and whatnot are in place in 3.5. Just dig into your FRCS and try to imagine what might happen to each nation during such a catastrophy. Some nations might fare okay, while others most heavily steeped in magic (think Halruua) could be devastated.

Honestly, as Lord Karsus said, think 4E minus the ruleset and possibly the transposed pieces of Abeir.

Gregwr, your magic-tech idea put me in mind of Monte Cook's Chaositech. They aren't the same, but were similar enough to inspire the thought. I first encountered the Chaositech in the Ptolus setting (the most impressive gaming product I've ever bought, by the way). Merdok, if that particular idea intrigued you, you could probably learn more over at Monte's site. Or, you could prevail upon Gregwr's kindnesses.


OFF-TOPIC: Did anyone else expect a conversation of a completely different type when first reading the thread's title?
#7

lord_karsus

Dec 27, 2008 21:19:35
OFF-TOPIC: Did anyone else expect a conversation of a completely different type when first reading the thread's title?

-The video game Fallout.
#8

tallric_kruush

Dec 27, 2008 21:28:07
-The video game Fallout.

Yeah, I immediately realized this after reading the first post. I'd been passing over this thread for a week, though, because I expected something unpleasant. I guess I should've known better since this is the "Running the Realms" forum. There's a similar thread in the Eberron forum.

Oh, well. Back to your regularly scheduled topic...