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tbone's picture

Madlands and more

Good point about GM-oriented vs player-oriented material. GURPS is quite heavy on the former, IMO, and you're right that Banestorm (or any setting) would benefit from more material to make the players

say "Hey, we want to do this setting!". Alas, my idea for Enclaves is pretty much more GM-oriented material (as it's primarily gazetteer + adventure).

Re Fantasy II: Agreed, the setting faces a special challenge in terms of character power – not just initial power (low-tech tools and skills, no spells, no powers, no magic weapons, no supernatural allies, no real wealth, etc.), but also growth in power (a dozen adventures later, still low-tech tools and skills, no spells, no powers, no magic weapons, no supernatural allies, no real wealth, etc.).

The author is clearly appealing to "pure roleplaying", playing for the challenge and the stories, not for power, and I can respect that. But it's too much to ask of a lot of players, that they run (relatively) static PCs who never gain much power, instead placing the village's prosperity as their goal session after session. 

Hmm, all I can think of as an improvement is that a Madlands GM hand out experience points at a mad pace. It makes sense given the ridiculous challenges PCs face, and it's about the only (non-story) reward the setting can offer!

Of course, even there the setting's limitations raise a challenge. PCs can spend those big point totals (for as long as they survive...) on good story-related stuff like Reputation, social skills, survival skills, and so on; and could purchase awesome (and much-needed) combat abilities too. But beyond that, the setting doesn't allow a lot to spend points on!

Challenging stuff for players and GM alike. Back to the first point, Madlands too could use some more player-oriented material, in terms of offering more varied personal goals and rewards worth surviving for. 

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