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<blockquote data-quote="Werebat" data-source="post: 6347492" data-attributes="member: 40158"><p>I almost always create my own worlds, although they are usually somewhat derivative. My first 3rd Edition campaign was loosely based on Thundarr the Barbarian and featured Skaven rising up from the depths to wage war on civilization (the very first episode of Thundarr featured Skaven-ish ratmen called "Groundlings").</p><p></p><p>The E8 PF campaign I'm wrapping up now is based on the "Age of Ice" scenario that came with one of the expansions for Civ IV, using the Kingmaker kingdom creation rules. I made an intro for it, which you can see here: <a href="http://www.youtube.com/watch?v=VxMG6hQC6O0" target="_blank">www.youtube.com/watch?v=VxMG6hQC6O0</a></p><p> </p><p>I'm debating whether or not to run the Tyranny of Dragons AP, or possibly even the Pathfinder Iron Gods AP, but the next time I create my own world it will be loosely based on both Dark Sun and the old Master of Magic XXXX game (which itself was a combo of Civilization and Magic cards). There are two sister planes, one of which is very arid and the other of which is a vast swamp. The two planes are very "close", and it is easier to pass from one to the other than it is to travel to other planes. Here and there are old towers which were crafted by ancient spellcasters and contain permanent gates between the two planes -- there are often cities build up around (or close to) these towers, for obvious reasons. It may be that the towers were created by residents of the drier plane in an effort to find water -- or maybe not. There are plenty of ruins in the swampy plane as well.</p><p></p><p>I planned to have "psionics" in this campaign, emulated by a sorcerer bloodline as well as feats granting wild talents in the form of SLAs. I also planned to have humans be the only core race playable, with the others replaced by campaign specific races such as changelings (from Eberron), the Lum (Four-armed giants [Powerful Build] with blue skin that was very sensitive to vibration and that they used to hear with), the Whirren (small, big-eyed, nocturnal creatures that live in the trees of mangrove swamps and looked similar to lemurs and fruit bats -- they climb very well, use their wings to glide, and slither/swim about with their thick, serpentine tails while using their relatively small legs and thumbed feet as arms and hands), some sort of toad people with a three-stage life cycle, only the second of which is suitable for adventuring (as youth they are relatively mindless tadpoles, and when they reach sexual maturity they transform into sessile aquatic filter-feeding lumps that absorb their own brains and spend the rest of their lives pumping out gametes), shifters from Eberron, and probably one or two others (like Thri-Kreen).</p><p></p><p>Wondering if I might prefer running that game as E8 Pathfinder (unlikely since my players are burned out on that), 5th Edition, or possibly Savage Worlds.</p></blockquote><p></p>
[QUOTE="Werebat, post: 6347492, member: 40158"] I almost always create my own worlds, although they are usually somewhat derivative. My first 3rd Edition campaign was loosely based on Thundarr the Barbarian and featured Skaven rising up from the depths to wage war on civilization (the very first episode of Thundarr featured Skaven-ish ratmen called "Groundlings"). The E8 PF campaign I'm wrapping up now is based on the "Age of Ice" scenario that came with one of the expansions for Civ IV, using the Kingmaker kingdom creation rules. I made an intro for it, which you can see here: [url]www.youtube.com/watch?v=VxMG6hQC6O0[/url] I'm debating whether or not to run the Tyranny of Dragons AP, or possibly even the Pathfinder Iron Gods AP, but the next time I create my own world it will be loosely based on both Dark Sun and the old Master of Magic XXXX game (which itself was a combo of Civilization and Magic cards). There are two sister planes, one of which is very arid and the other of which is a vast swamp. The two planes are very "close", and it is easier to pass from one to the other than it is to travel to other planes. Here and there are old towers which were crafted by ancient spellcasters and contain permanent gates between the two planes -- there are often cities build up around (or close to) these towers, for obvious reasons. It may be that the towers were created by residents of the drier plane in an effort to find water -- or maybe not. There are plenty of ruins in the swampy plane as well. I planned to have "psionics" in this campaign, emulated by a sorcerer bloodline as well as feats granting wild talents in the form of SLAs. I also planned to have humans be the only core race playable, with the others replaced by campaign specific races such as changelings (from Eberron), the Lum (Four-armed giants [Powerful Build] with blue skin that was very sensitive to vibration and that they used to hear with), the Whirren (small, big-eyed, nocturnal creatures that live in the trees of mangrove swamps and looked similar to lemurs and fruit bats -- they climb very well, use their wings to glide, and slither/swim about with their thick, serpentine tails while using their relatively small legs and thumbed feet as arms and hands), some sort of toad people with a three-stage life cycle, only the second of which is suitable for adventuring (as youth they are relatively mindless tadpoles, and when they reach sexual maturity they transform into sessile aquatic filter-feeding lumps that absorb their own brains and spend the rest of their lives pumping out gametes), shifters from Eberron, and probably one or two others (like Thri-Kreen). Wondering if I might prefer running that game as E8 Pathfinder (unlikely since my players are burned out on that), 5th Edition, or possibly Savage Worlds. [/QUOTE]
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