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According to a documentary which I saw (it was about swords) men in Europe during the 1600-1800s would always walk around with a sword. Duels were common. A scar on your face was a mark of manhood. Fencing academies were commonplace. People used to walk around armed a lot more than they do now.


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"Adventurers" in the real world Real-world "adventurers" engage in: Trade. A lot of human activity is based on the exchange of stuff for other stuff that you want more. Exploration. Mainly to open up new opportunities for trade. Depending on the era, an explorer might be motivated by the desire to stake out their own land claims, rewards from patrons, or ...


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In some eras of Medieval Europe, there was a military unit known as a lance. It is like a squad, but also mirrors adventuring parties really well. This is especially true if you consider some of the attributes of lances: Everyone had a role or specialization within the lance (the knight, page, crossbowmen, the dude with the bill-hook, etc.) Basic lances ...


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In real history, almost no land except impassible mountains and deep desert wasn't settled, and there are exceptions even then. The population of the world during the European medieval age was much lower than today, but widely spread out in all the known habitable regions of Earth. Take that, and now add powerful, inimical monsters to the wilderness. ...


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The Closest 'Real World' Equivalent to DnD Adventurers is the Noble Class One of the best, and only, ways to enter the Noble class from the peasantry was to be so ridiculously puissant at combat that you were given a command - and from that tiny band of men, achieved so much so prominently and notably that you were given a higher rank, and so forth. Saving ...


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For the simple reason: Because when you add dungeons full of loot, this becomes the 'gold rush'. The get-rich-quick that doesn't work for 95% of the people who try it. For the complex reason: Unless you're doing some house-ruled system with a lot of differences in how things work, fantasy worlds are not usually analogous to medieval Europe. Yes, it ...


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Would adventurers arise if treasure was about... To your first question, yes. Though it is more about "dungeons filled with treasure" then necessarily the magic or the monsters. People tend to seek ways to make profits, especially if those can be made quickly. People are willing to take on risky endeavors to do so. Today, in the "First World", we tend ...


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I'm still searching for a source, but following the nomenclature, it is entirely possible that the Soldano bloodline derives from his paternal grandmother. If he is son of Don [given] Soldano de Ontiveros (del Soldano) that gives him the bloodline. To be edited when I find sources, although I don't have access to any novels or other canon as of this post.


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Great answers all, but I feel a few words could be said in relation to the post-ap setting. Use emotional artifacts common to the group Artifacts can be anything. Perhaps the only vehicle to make it is your common friends beaten down station wagon you always gave him a hard time for. Perhaps the soup kitchen in the old hotel still features that weird ...


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Beware of friends-of-friends and relatives As you're "playing" for all the NPC's, you'd do well to avoid places, people and events that your players know much better than you do - otherwise you'll run into misunderstandings about "obvious" things, and it'll be very hard to do that convincingly. For most things that'd be just an incovenience, but ...


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In addition to Yosi's excellent post: playing in familiar (in real life) setting is unsafe. Players will be much more interrested in the setting, in the characters, in the game - they will invest more emotions to the game and risk more as players, even if the characters will be extremely careful. This is not a bug, this is a feature, and a feature which ...


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First of all, there's no right or wrong in here. The do's can be in some groups don'ts to a certain extent and vice versa. What I'm trying to say here is that what really decides what works and what doesn't is your group. These are merely things that I've used and they worked or didn't work for me. I'm hoping, still, that it may help you. DO's Use the ...


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The Wild North setting in Fight On #3 was written by myself and it is my attempt at combining Russian mythology with D&D tropes. You can get it from Lulu either printed or in PDF. Warning Lulu has expensive overseas shipping so the only practical option may be the PDF. While statted for Original D&D it works with any classic edition. It is based on ...


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As Dakeyras said, there's no official, concise, complete Eastern European setting for D&D. However, with a little effort , you can create your own, based on fragmented D&D resources and material for other rpgs, both of which will require conversion... but as a GM/DM that shouldn't be too much of a challenge. I'd suggest taking a thorough look at ...


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Sadly, I think the answer's no. There's a list of campaign settings on Wikipedia that seems to be quite complete, especially for earlier D&D editions. There's also a list of D&D settings, which isn't missing anything I can see. Neither of them have anything like what you're looking for, so odds are that you can't even use another system's setting as ...


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Short Answer: Yes. The Hammerblow Talent from Legacy Era: Campaign Guide says If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls. while the Mighty Swings feat from Star Wars: Saga Edition Core Rulebook says You can spend two swift actions in the same round to deal +1 die of damage on your next melee ...


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To answer that, you (the designer) have to first answer a higher-level question: What do you do in this game? Having answered that, you are now equipped to self-answer the question of what stats you need: You need exactly and only the stats necessary to achieve that.


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A good and simple game system could be the Traveller system from Mongoose, you can add the Cybernetics suplement if you want something close to Cyberpunk 2020 or William Gibson's Sprawl setting in terms of cyberimplants and hacking (much more in-depth in the supplement than in the core Traveller book)


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GURPS has plenty of contemporary and near future settings and sourcebooks. If you want more advanced tech and its implications, something like Transhuman Space or (3rd edition GURPS) Cyberpunk (which is more dated now) could be appropriate. If you want something less advanced, but still with something on top of our modern day world, you could look at 3rd ...


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FreeMarket explores transhuman themes. Characters are on a space station in a post-scarcity society—food, shelter, death, and money are no longer problems. There are no laws on the station, so there is no crime. Your character's wants and reputation are explored during play. This quick YouTube clip highlights what the game offers. Its mechanics are closely ...



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