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  • A milestone that simply denotes parts set aside for future content, but not for where we currently hold the focus.

    No due date
    0/11 issues closed
  • These are beyond certain sections of the translation, but rather are the down and dirty mechanics (both background and foreground) that are different from default 5e.

    No due date
    0/1 issues closed
  • This section will include a massive list of the creatures for the GM to use during campaigns. Ideally, this will include everything that could be encountered. For the start, this section will only include creatures that would be native to Tyria (Prophecies), unless otherwise in the story. At the end of the project, a "Complete Bestiary" will exist that contains everything possible from the GW lore.

    No due date
    1/2 issues closed
  • This section will have the playable races for GW Prophecies. While the MMO only lets the players play as human, TTRPG fans may want to try playing with other races - one example would be the Dwarves. The goal for Prophecies is to determine the most "lore-friendly" races that would be around at the time of Prophecies.

    No due date
    1/8 issues closed
  • As a conversion, we need to convert the classes of GW into D&D playable classes. Many official D&D classes are good baselines to start with, but should be tuned and customized to better fit the feel of the GW classes. Make them unique, fun, and balanced with each other. Additionally, because the system of GW focuses so much on dual classes, we will also be focusing on dual classes: Primary and Secondary Classes. Primary class attributes are more prevalent, and shape the character more than their secondary classes. This will hopefully help create more variety between builds, as a XY class could differ from a YX class, even though the same classes are in use. The classes of GW Prophecies are: Warrior, Ranger, Monk, Necromancer, Mesmer, and Elementalist. (Classes from the other games expansions may or may not be included in Prophecies. Decision pending.)

    No due date
    0/7 issues closed
  • The campaign will be the recommended storyline of Prophecies. This section will have lots of story seeds to aid players jumping in on parts of the over-arching story. The wiki divides each story section into pieces, giving us "chapters" to work on. Because this is a TTRPG, things can go very differently, and therefore plans need to be made. Quests can be failed, and some direction should be given to the GM to aid in how to move forward.

    No due date
  • Organize the MMO areas of Prophecies into TTRPG style areas (generally lots of smaller areas -> bigger areas). Areas should be organized regionally to aid in the creation of maps. Each area will need a description with optional "enemies found here" and quest seeds. Some areas include special things within (such as unique ruins), which may have it's own entry or paragraph giving enough information to bring interest, but not too in-depth unless called for.

    No due date
    0/8 issues closed