Not D&D

The new goal for this is to implement much of the flavor from the existing Isidec/Tavaline campaigns and gradually remove those bits which were shaped by the D&D rules.

The first trick we're going to pull is to create new races. There were some core races which played large roles in the system, but even they won't be safe from changes.

What I am envisioning is that there will still be the Elf/Human split, but there was already a mysterious linkage between elves and the fae. With the move to GURPS, we'll make that linkage a little more apparent. The lizardfolk and myconoids can be reimplemented without feeling too much like a "D&D" clone by merely changing the name.

Some races almost never appeared, the gnomes made a small role, but could be somehow linked to elves. The dwarves and halflings were talked about, but the players never encountered one. (The dwarves were "isolated in their mountains" and the players just never ran into a halfling.) So, we're more able to grossly modify these races. Finally, the monstrous races were encountered as nameless/faceless obstacles. (Apart from the giants who were delighted with their self-preparing food in the form of zombies.)

I'm imagining that the elves can be a subcategory of the Fae, with a racial template that can represent the gradual decline into feytouched madness. The enemy humanoids could become a larger category of "fomori," and we could create a linkage between the orcs, goblins, giants, and so on. We could rename the lizardfolk to "scalefolk" and the myconoids could either be "mycos" or perhaps some other name. Finally, we can go crazy with changing the other races. (Halflings are no longer just some short race, instead they could be the equivalent to half-human/half-something else.)

I've already formed in my head a bit more of a backstory between the scalefolk and the mycos symbiosis, so those races could get more detailed writeups and become player-races in the GURPS system. (Well, perhaps not the mycos, since they seem to be a bit wonky.)

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