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Expedition: general discussions.

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#1548
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Okay, here’s what I’ve got regarding my POSSIBLE expeditions: 1) A magical post-apocalypse where it’s easy to catch a mutation or go crazy, but the mortality rate should be lower. You can take a trait for protection against mutations (as well as a number of other abilities, including magical healing). There will be no starting races (players will have a human template), which can be customized with mutations for origin points (or not customized and use those points for bonuses like companions and starting capital). There will probably be more countries than in the other option. Religion, as a gameplay feature, is unlikely to be implemented. 2) Closer to classic fantasy. There will be no elves or dwarves. There will probably be fewer countries (although I’m not sure yet), but more races. Religion will probably give bonuses. 3) A strategic game. You will fight for a city. Most likely, the setting will be the same as in the second option, or some abstract fantasy world. The problem is that I’m not sure how to create a map so that there are more or less equal starting positions without sacrificing common sense. It would be strange to start in a slum as a cleric and have some bandit scam nearby.

Added 31 seconds ago
If some convenient mechanic with parameters and characteristics for which they are responsible, numbers, calculations, etc., appears, then why not use it in all expansions? Any game can be adapted to one system.
It’s called d20...