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In this episode, we talk about gods taking on human form, a la The Wicked and the Divine!

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Steve

My friend has a 40+ year old fantasy campaign. There was a 15 year hiatus in the middle but I've been playing in it on and off for 15 years, 2 or 3 times a year. We ditched the AD&D original characters about 10 years ago, they'd got too high level (24+) and were doing a lot of God stuff. Now all that has served as background to a 13th Age campaign, the old PCs are the icons. 13th Age is limited to 10th level, so we're coming to the end of the second campaign. But it has lead to some of the kind of thing you discuss here, but it does require a lot of back story to work. But there are other ways. Games like Mortal Coil where you put a lot of work into building the setting via a theme document in session 0, and I found that it gets much of the richness that exists in the above DnD campaign (and the play example for Mortal Coil are Norse Gods). I've also found something similar in Intrepid, but again there's a two fold world building session 0, with a topographical and a factional map being created by all the players, as well as characters and outlines for quests. My Da'Zoon game, a GUMSHOE fantasy hack, attempts something similar in creating a rich but focussed initial setting that is expressly developed in play by the the players. One could play deities with it, although that hasn't yet been my experience of it.

Steve

And part of the reason it works is because everyone builds the setting together.