Idea: As dungeon exploration is a key component of old school play, I want to create a setting in which dungeon exploration is fundamental and is internally consistent. i do not want to deal with mega-dungeons, however, so I will focus on a setting in which there are numerous small dungeons to be explored.
Concept: A new large island (I'll be using New Zealand as a model) is discovered during the early days of the world's Age of Exploration (sans cannons). This island was once the hub of a great civilization, but which long ago disappeared (a cataclysm? a fading? unknown). Whatever beings built this civilization were apparently partially subterranean, as they left hundreds, perhaps thousands, of underground temples, vaults, laboratories and homes all over the island, often found beneath the almost-gone ruins of above ground structures. The first explorers to find these ruins discovered them to be filled with coins and gems and other treasure, as well as magical items from the civilization long extinct. Very shortly afterward, a "gold rush" began, with explorers from all nations, races and walks of life converging on the island to stake claims on the dungeons or serve those that do. The PCs are among such characters.
Play: While dungeon exploration is obviously a major part of the setting, I want to make sure that other playstyle elements are present. Chief among these is exploration -- not in a room by room sense, but in a broader sense. I want the players to have the opportunity to head out into the wilds to discover the lost secrets of this ancient civilization. I also want to enable "greater ambitions" among the players. I want to support the ability to stake claims and reap the rewards while dealing with the difficulties. i want them to be able to take positions of influence among the many factions working to take control of the island. i want them to be able to carve out domains in this contested New World. In other words, in addition to dungeon delving, I want to give players something worthwhile and challenging to do outside of the dungeon (but not necessarily instead of). To this end, I will develop a "claims system" as well as rules and guidelines for outfitting and mounting expeditions. Major power groups and individuals will be identified, from the thieves' guild trying to get a toehold in the rough and tumble port city to righteous temples looking to convert the heathen populace (humanoids, perhaps degenerate descendants of the original civilization or its slaves?) to evil wizards looking for a quiet place to summon elder evils in exchange for power.
Rules: The real question is AD&D (perhaps Hackmaster) or 3.x? Eah has its advantages and disadvantages, and I can't quite decide.
Fun for me: One of the nice things for me is that this setting gives me an opportunity to really work out the "One Million Mini-Dungeons" idea I have had, including layout, treasure, traps, guardians and the whole shebang. It is a major undertaking to make it something more than another "random dungeon generator" but I feel up to the challenge.
Concept: A new large island (I'll be using New Zealand as a model) is discovered during the early days of the world's Age of Exploration (sans cannons). This island was once the hub of a great civilization, but which long ago disappeared (a cataclysm? a fading? unknown). Whatever beings built this civilization were apparently partially subterranean, as they left hundreds, perhaps thousands, of underground temples, vaults, laboratories and homes all over the island, often found beneath the almost-gone ruins of above ground structures. The first explorers to find these ruins discovered them to be filled with coins and gems and other treasure, as well as magical items from the civilization long extinct. Very shortly afterward, a "gold rush" began, with explorers from all nations, races and walks of life converging on the island to stake claims on the dungeons or serve those that do. The PCs are among such characters.
Play: While dungeon exploration is obviously a major part of the setting, I want to make sure that other playstyle elements are present. Chief among these is exploration -- not in a room by room sense, but in a broader sense. I want the players to have the opportunity to head out into the wilds to discover the lost secrets of this ancient civilization. I also want to enable "greater ambitions" among the players. I want to support the ability to stake claims and reap the rewards while dealing with the difficulties. i want them to be able to take positions of influence among the many factions working to take control of the island. i want them to be able to carve out domains in this contested New World. In other words, in addition to dungeon delving, I want to give players something worthwhile and challenging to do outside of the dungeon (but not necessarily instead of). To this end, I will develop a "claims system" as well as rules and guidelines for outfitting and mounting expeditions. Major power groups and individuals will be identified, from the thieves' guild trying to get a toehold in the rough and tumble port city to righteous temples looking to convert the heathen populace (humanoids, perhaps degenerate descendants of the original civilization or its slaves?) to evil wizards looking for a quiet place to summon elder evils in exchange for power.
Rules: The real question is AD&D (perhaps Hackmaster) or 3.x? Eah has its advantages and disadvantages, and I can't quite decide.
Fun for me: One of the nice things for me is that this setting gives me an opportunity to really work out the "One Million Mini-Dungeons" idea I have had, including layout, treasure, traps, guardians and the whole shebang. It is a major undertaking to make it something more than another "random dungeon generator" but I feel up to the challenge.