I've made a couple of posts about the possibility of running a game based on the great Earthdawn setting before, but some recent reading and thought has led me to change the feel of the campaign a bit. I'm making things darker. A lot of this is based on my reading Warhammer 40K novels. The paranoia and constant battles against the alien and the powers of Chaos just rocks as a setting for grand adventure, but I'm itching to go back to my sword-slinging fantasy roots. More Warhammer Fantasy RPG than Dungeons & Dragons. (I'm tempted to splurge and get the boxed edition of the 3rd edition of WHFRP)
While the Horrors can no longer physically try to burrow into Kaers, they can still reach out and corrupt and twist. Dark cults would venerate them, and do everything in their power to bring the Horrors back. Demon-haunted ruins would dot the twisted countryside, filled with lost treasures and near-certain death.. or worse. And there would be parties from other Kaers that survived the dark centuries, each seeking to elevate their city to supremacy in this brave new world.
Like this very much. I especially like that WHFRP seems to be best for a GM and three players; as that's a ratio I'm very comfortable with.
While the Horrors can no longer physically try to burrow into Kaers, they can still reach out and corrupt and twist. Dark cults would venerate them, and do everything in their power to bring the Horrors back. Demon-haunted ruins would dot the twisted countryside, filled with lost treasures and near-certain death.. or worse. And there would be parties from other Kaers that survived the dark centuries, each seeking to elevate their city to supremacy in this brave new world.
Like this very much. I especially like that WHFRP seems to be best for a GM and three players; as that's a ratio I'm very comfortable with.