Back to Atlantis

Utgardloki

Mongoose
I finally convinced the local store owner to stock Runequest books, so now I am motivated to try to run a relatively simple Runequest game at his store to try to drum up interest in that game. Thinking of my options, I settled on an Atlantis setting as a good way to go.

My previous posts on Atlantis were brainstorming ideas without a real campaign behind them, although fertile for developing ideas for both prehistorical campaigns ala 10,000 BC and for providing backstory for my runequest modern idea. But for this campaign, I think I'll go back to about 40,000 BC and have the PCs as Atlanteans in a period just before the third war against Hyperborea.

Running a 40,000 BC campaign would be different from a standard campaign in many ways, which leads to things that need to be considered, such as:

1. Technology in 40,000 BC is very primitive. Traditionally, Atlantis is represented as having advanced technology, but I was never satisfied with that. Instead, I'd like the Atlanteans to have access to magic to make their lives easier, but not magic that duplicates technology. You don't have magic cars or magic airplanes; you just have magic that can do things that can't be done by savage technology, but it doesn't look like modern technology, either.

An example would be the ability to enchant cloth so that it is hard and rigid and suitable for armor.

2. There is no metal. There are nuggets of metals like copper and gold and iron that people might find, but not enough to do anything useful with them. Nor can magic create pseudo-metals.

3. There is no money. Money has not been invented yet. Characters might receive tokens of favor, but these have no set value and can typically only be used for a specific purpose.

4. For races I am thinking human, halfling and elf would be appropriate for PCs. However, instead of choosing to be a "human", an "elf" or a "halfling" the bloodlines have been intermingled so that one person might be a half-elf, another might be a 3/4 elf, another might have a trace of elfish ancestry.

For halfling, I can determine that by size, using 3D6 instead of 2D6+8 -- size under 8 indicates halfling status. For elf, I am not sure how to handle it, perhaps with a pseudoskill "Elfishness" which can only be determined at character creation and can not be raised or lowered afterward. A character's "Elfishness" determines how strong his elfish traits are, which translates to a budget for buying bonuses to skills and abilities.

5. I imagine a strong caste system in Atlantis. Brainstorming, I came up with a list of about 15 professions, but many are the same professions except for different castes, e.g. shaman vs priest or soldier vs palatine. I will probably define the professions that way, with the provision that professions of the lower castes have more skill points to compensate for the lower social advantage.

The lack of money is probably the biggest thing to consider because without money, there is no way to buy things. I will probably have to have some sort of skill to represent the PCs ability to "purchase" resources, but I'm not sure exactly how that will work because it is not quite like D20 Modern. The mechanic of making a skill roll for a purchase might still apply.
 
A quick passing thought; if you are going to make metals rare, and run an MRQ campaign, then why not connect the two and make runes all metallic. I know this will mean that the Metal rune gets lost somehow, but it struck me that you will keep the rarity of Runes and metal associated with each other.
As for the lack of formal coinage, a Barter and/or Bargain skill should keep them on their toes about what to keep after adventures and remembering where they have built up 'credit' with inkeepers, traders, even just farmers, for tasks or good deeds they have undertaken.

Sounds like a fun setting!

elgrin
 
The setting sounds interesting but if you're looking for something to run for a few hours at a game store to show off RQ to the d20 crowd then I think you're going in the wrong direction.

Firstly, every 15 minutes that you spend explaining the quirks of the background is 15 minutes that you spend either losing their interest - they're there to play after all - or making them wonder, why not just do this in d20. If you have to explain an unusual background and a new system and then how you have adapted the system to fit this setting then you've probably just lost the interest.

If you want to introduce RQ to new players in a game shop then simply find a fun, quick playing scenario that can be run using nothing more than can be found in Deluxe (see, you only need to buy one book to have all this fun) and that showcases RQ strengths. The players don't really need to know much more than who their character is, what they're meant to be doing and which dice to roll.

Intrigue enough players then you can start them on the Atlantean campaign afterwards.
 
I've come to a solution for the lack of money problem by sketching out rules for a Resources rating, similar to what White Wolf uses, except instead of going from 1-5, my scale goes from 1-80 and beyond. (I like to have finer granularity.)

A PCs resources is based on a random die roll and her caste, which is determined by profession, so a wizard will have a lot more Resources than a shaman, although every profession is guarenteed enough resources to do its job (shamans get needed runestones, for instance).

If a player wants a specific, valuable item, he can buy it with freebie points and it is not counted in with resources, e.g. if he wants a shaman with a ruby-tipped spear, he can buy the spear with freebie points. I am not sure if this would ever be a good idea power-gaming wise, but the option is there.
 
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