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<blockquote data-quote="Nightfall" data-source="post: 1057888" data-attributes="member: 374"><p>So Trick, you trying to take my job now? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>But I think if your players are tired of gods of magic or at least gods that control large scales of magic, I think they'll find the Scarred Lands gods refreshing. Plus the fact if they like druids, well the fact is druids in the scarred lands can come from most any stripe. Heck they can even be shamanistic! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> But the gods themselves I find pretty entertaining. Mainly that while they do fill their roles well in terms of alignment, they do it in a broad splashy way. With 8 major gods and 10 minor demi-gods there is plenty to enjoy. And if your player wants another one, certainly there's more than enough room to create one on the fly. Trickster is also right in that while SL is unconventional, it's not like we're THAT left or right of center. I do think what SL offers is playing up on less looked in classes such as paladins and druids, along with rangers and rogues. Combine that was the strangeness of arcane magic, the fact sorcery itself is as natural as breathing to some, and you got something that isn't just pasted together like a few of the D&D worlds. Indeed while it's not always centered like Midnight or well defined by rules or ideas like AU, it does give the characters...a sense of self. That what they do, who they interact with, and what they believe can effect them far more than in some other worlds. </p><p></p><p>Plus while I think Trick is right in that if they aren't settled with it, there are places that can the players can feel at home. But even so, why make them feel at home everywhere? Let them challenge the rigors of the Hornsaw, or try their hand at snuffing out a warren of Ratmen/Slitheren. Heck perhaps even find a lost city of Slacerian psionic artifacts! This and more can be found here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I hope though you'll give your players some chances to try the Player's Guide. Certainly from what I've read and what I've worked on myself, the various classes can find their own nitches quite well.</p></blockquote><p></p>
[QUOTE="Nightfall, post: 1057888, member: 374"] So Trick, you trying to take my job now? ;) But I think if your players are tired of gods of magic or at least gods that control large scales of magic, I think they'll find the Scarred Lands gods refreshing. Plus the fact if they like druids, well the fact is druids in the scarred lands can come from most any stripe. Heck they can even be shamanistic! ;) But the gods themselves I find pretty entertaining. Mainly that while they do fill their roles well in terms of alignment, they do it in a broad splashy way. With 8 major gods and 10 minor demi-gods there is plenty to enjoy. And if your player wants another one, certainly there's more than enough room to create one on the fly. Trickster is also right in that while SL is unconventional, it's not like we're THAT left or right of center. I do think what SL offers is playing up on less looked in classes such as paladins and druids, along with rangers and rogues. Combine that was the strangeness of arcane magic, the fact sorcery itself is as natural as breathing to some, and you got something that isn't just pasted together like a few of the D&D worlds. Indeed while it's not always centered like Midnight or well defined by rules or ideas like AU, it does give the characters...a sense of self. That what they do, who they interact with, and what they believe can effect them far more than in some other worlds. Plus while I think Trick is right in that if they aren't settled with it, there are places that can the players can feel at home. But even so, why make them feel at home everywhere? Let them challenge the rigors of the Hornsaw, or try their hand at snuffing out a warren of Ratmen/Slitheren. Heck perhaps even find a lost city of Slacerian psionic artifacts! This and more can be found here. :) I hope though you'll give your players some chances to try the Player's Guide. Certainly from what I've read and what I've worked on myself, the various classes can find their own nitches quite well. [/QUOTE]
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