PeterLind wrote:This would also make SL a lot easier for potential new players and GMs, many of whom have in the past been more than a little intimidated by the huge number of archetypes in the original And having less archetypes to deal with will also allow those "root races" to be developed in ways that just weren't possible in the original Tal game.
- the Withen, who live in a vast labyrinth and are said to be the only race who still know all the secrets of the lost art of Magic…
- the Vandar - ancestors of the Thralls…?
- the Drune - ancestors of all the nomadic tribes of Talislanta…
- the Undermen - pale-skinned humanoids who live far below the ground, coming out only at night to snatch unwary prey from he world above…"
writermonk wrote:A common 'complaint' about Tal from new players over the decades has been how much choice there is. That it's overwhelming to have 100+ archetypes. So, we want to reduce the number of playable races down while still leaving things that are similiar/parallel to the New Age Tal that older/established Tal players can easily latch onto as well. Thus, having a a selection of root races to explore that lead to one (or more) modern races/cultures.
writermonk wrote:As a matter of bookkeeping I'm compelled to inform and remind you that if you submit an idea to us for one in one of the Savage Lands threads, and that idea is included in the Savage Lands book, that it becomes the part of the Intellectual Property of SMS and the Talislanta License.
There's no recompense for your hard work and creativity other than a thank you in the Savage Lands book and perhaps some bragging rights amongst your friends. There's also no guarantee that we will use an idea that you submit nor that we will use it exactly the way that you have suggested it.
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