Post by brumguvnor on May 29, 2021 14:32:18 GMT
So: now that the first phase of MagePunk has concluded, I can share something with you.
That was effectively Session Zero.
All of it. All of the adventures you had, and the arc that the ArchMage took - all of it was to get to where I wanted to be from day one. A post-apocalyptic fantasy setting.
You see, the big problem with any post apocalyptic game is this: you start playing after (or at best during) the apocalypse itself.
You have no attachment or experience out of character with the world that came before. You are instantly hardened, post-apocalyptic survivors with all of the genre-specific knowledge that comes with that.
So - I wanted to do something slightly different. I wanted you to live through the world that came before to give you better context and depth for the experience of living through cataclysmic events that changed the whole world order.
The first part of MagePunk therefore had an order that major events would follow, that admittedly were not really within your power to influence... - but then you were operating on very different power levels to the major players.
Now though, now I want to run a true sandbox style campaign in the world I carefully created and then ruined.
No more missions. No more central base command. No more luxuries like airships, bags of holding, and significantly major magic items to be drawn from stores as each mission required.
But everything is open. The world lies in ruins. The Orks and the armies of the Lichlord have invaded and are running rampant.
What are you going to do now?
And there's one final thing to mention: there are no more restrictions against you being a class that acknowledges a leader who is someone other than the ArchMage. He has ascended to become the new God of Magic, so anything he decreed whilst he was on Earth is now totally null and void - just like all of his magic items.
In fact, there is one thing a newly ascended god wants more than anything else... - and that is clerics and paladins going out in the world to do his bidding...
You are all also now level 8.
That was effectively Session Zero.
All of it. All of the adventures you had, and the arc that the ArchMage took - all of it was to get to where I wanted to be from day one. A post-apocalyptic fantasy setting.
You see, the big problem with any post apocalyptic game is this: you start playing after (or at best during) the apocalypse itself.
You have no attachment or experience out of character with the world that came before. You are instantly hardened, post-apocalyptic survivors with all of the genre-specific knowledge that comes with that.
So - I wanted to do something slightly different. I wanted you to live through the world that came before to give you better context and depth for the experience of living through cataclysmic events that changed the whole world order.
The first part of MagePunk therefore had an order that major events would follow, that admittedly were not really within your power to influence... - but then you were operating on very different power levels to the major players.
Now though, now I want to run a true sandbox style campaign in the world I carefully created and then ruined.
No more missions. No more central base command. No more luxuries like airships, bags of holding, and significantly major magic items to be drawn from stores as each mission required.
But everything is open. The world lies in ruins. The Orks and the armies of the Lichlord have invaded and are running rampant.
What are you going to do now?
And there's one final thing to mention: there are no more restrictions against you being a class that acknowledges a leader who is someone other than the ArchMage. He has ascended to become the new God of Magic, so anything he decreed whilst he was on Earth is now totally null and void - just like all of his magic items.
In fact, there is one thing a newly ascended god wants more than anything else... - and that is clerics and paladins going out in the world to do his bidding...
You are all also now level 8.