There are many kinds of heroes, fitting many definitions. This game is about those heroes. It will follow their lives and adventures. It will be about their actions and deeds.
The characters of the players will be expected to act like heroes. Possessions will come secondary to personality; gold will come secondary to glory; cash will be secondary to characterization; and magic items will be secondary to kicking ass. Ok, so I broke my little pattern there, but it wasn't that cool anyways.
Players should understand this is not a game about accumulation of wealth or items, though both may be accumulated; heroes sometimes do that. But the goal for the final concern of players is their actions, deeds, and legend. Act like a hero and the powers that be will see that you are fed, clothed, housed, and outfitted like a hero.
This is a game of heroics, action, adventure, and illumination. Heroics is about doing what is beyond the normal man, at time it is epic, at others it is the simple task of being there and stepping forward. Action is about cool fights, not just hack and kill. Making the fights like a good movie fight will take both player creativity and the GM saying 'yes', something I'm more than willing to do. Adventure is about going places and doing exciting things, being willing to travel, and interact with the world along the roads of Faerun and the metaphysical roads of life is required. Finally, Illumination is about discovery and seeing what is really going on in the world. The epic world exists beyond the ken of the average (or even extraordinary) commoner or warrior. Delving into the workings of magic, demons, gods, angels, devils, the world at large, the underbelly of human(oid) existance, and the whole universe is the realm of great minds; the characters should be people willing to do more than just look at things and say "ok."
The world of these heroes is a dangerous one, made moreso by the early state of magic. In the distant past of Faerun the land was in constant chaos and under attack on all sides from demons and dragons. In the ancient past magic worked differently, and Oath Circles protected the lands of good folk. Before Nethril, before Myth Drannor, before the Mulhornad deities; this is the ancient past.
The games will be eppisodic in nature. Adventures in between levels are up to the players to create, and can be a source of "flashback material".
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