1
DFRPG / Re: Codex Alera Conversion for DFRPG
« on: February 22, 2012, 09:46:19 AM »
Moar Notez!
In general, this may not be balanced very well, or at all, with the Codex Alera world. I'm not losing much sleep over this because A) the campaign I'm getting ready to run might not last more than a few weeks, B) none of this has been playtested, and C) I'm not publishing this. If this game is still going strong if/when Evil Hat releases the official version, I will buy that in a heartbeat! And encourage my players to convert to the official rules. Until then, this is just a ground-work for having fun and telling some interesting stories.
More specifically, I'm not too worried about anything water or fire based because my players didn't choose those furies for their characters. I've got an earth/wood crafter, and a metal/wind crafter. Anything fire or water based will be NPCs, and if I find a glaring hole, I will follow that oldest of game-mastering rules: make crap up and roll for effect.
For example, veils. In my opinion, veils should always be external furycrafting. Rote crafts, if you will. I would encourage anyone that is the equivalent of a caster to try new things. It keeps me on my GM'ing toes.
Our game is going to be set in/around Phrygia about 5 years after the conclusion of FLF. This lets us play with Icemen, Marat, the occasional wild vord, and the myriad of wild furies that will have cut loose from the war and fury-Alera's dissolution. I'm going to be looking at the Wild West for a bit of inspiration, both in the untamed frontier that used to be the main continent, and post-war swords for hire not satisfied at farming, but not wanting the stricture of serving in a legion. We can also go into Phrygia proper for some politicking. Also, I'm going to have at least one Face that's a mad scientist sort, because A) I want to explore some "furypunk" ideas, and B) because I love mad scientists.
In general, this may not be balanced very well, or at all, with the Codex Alera world. I'm not losing much sleep over this because A) the campaign I'm getting ready to run might not last more than a few weeks, B) none of this has been playtested, and C) I'm not publishing this. If this game is still going strong if/when Evil Hat releases the official version, I will buy that in a heartbeat! And encourage my players to convert to the official rules. Until then, this is just a ground-work for having fun and telling some interesting stories.
More specifically, I'm not too worried about anything water or fire based because my players didn't choose those furies for their characters. I've got an earth/wood crafter, and a metal/wind crafter. Anything fire or water based will be NPCs, and if I find a glaring hole, I will follow that oldest of game-mastering rules: make crap up and roll for effect.
For example, veils. In my opinion, veils should always be external furycrafting. Rote crafts, if you will. I would encourage anyone that is the equivalent of a caster to try new things. It keeps me on my GM'ing toes.
Our game is going to be set in/around Phrygia about 5 years after the conclusion of FLF. This lets us play with Icemen, Marat, the occasional wild vord, and the myriad of wild furies that will have cut loose from the war and fury-Alera's dissolution. I'm going to be looking at the Wild West for a bit of inspiration, both in the untamed frontier that used to be the main continent, and post-war swords for hire not satisfied at farming, but not wanting the stricture of serving in a legion. We can also go into Phrygia proper for some politicking. Also, I'm going to have at least one Face that's a mad scientist sort, because A) I want to explore some "furypunk" ideas, and B) because I love mad scientists.