D&D 4E 4E Worlds: what are my options? What are you going to do?

Connorsrpg said:
C'mon Mike..........plz.

;)

Sorry, been too busy to check the boards lately.

In a nutshell: the gods of humanity are a little miffed that mortals have started using forms of magic other than divine. They band together and back a theocracy that tries to conquer the entire world. An alliance of wizards, led by an aristocracy of lichs, bands together to fight them.

The two sides unleash magics that warp and twist the world. Most folk caught in the middle are either lucky enough to survive or have to flee underground. The gods blame each other for the rampant destruction, the lichs and theocrats annihilate each other, and the sole, remaining good god manages to convince the rest of the gods to sacrifice part of their power to prevent the entire world from falling back into chaos.

Currently, there are a few underground cities of men and dwarves, isolated elf and halfling communities, and a land wracked and twisted by runaway magic. The gods have broken their alliance. Magic of all types has been permanently changed. Aside from the few civilized outposts, the land is warped, twisted, and filled with deadly monsters. The gods of the evil humanoids, who were imprisoned by the human pantheon, are out for vengeance.

The campaign starting point is a small surface town, the outermost stronghold of an underground human city, named Sun Vale. The town is ruled by an ancient treant who stands in the middle of the town. His roots stretch of miles around, allowing him to see, hear, and know everything that happens nearby. The town stands on the slope of a mountain at the edge of a vast chain of peaks. In the upper peaks are giants, orcs, and worse. Below, on what was once a vast, fertile plain, is a sprawling, mist-shrouded forest haunted by undead and goblin hordes.

I'm using B1 as the first adventure. The characters find a map that leads to an ancient, lost stronghold of an archmage named Zelligar. A sage offers to decode the map and lead them there, if they help him find Zelligar's lost library. The ruin is somewhere in the Mist Wood, below Sun Vale.

The setting is a pastiche of some of my favorite fantasy settings. There's nothing really original here, but I like the stories it suggests and the potential for a lot of long-term story arcs. As per Winninger's excellent articles, there are secrets buried behind almost every aspect of the setting that the PCs can uncover, most (if not all) of which have important implications for the setting as a whole.

It's been really fun. I can't recommend the series highly enough.
 

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I'm going to do Freeport I think. Hopefully, GR will make a 4e Freeport Companion soon after 4e comes out. If it is delayed, then I'll wing it just using the Pirate's Guide.

The FR reboot does make it sound pretty appealing though. I've been a slight FR fan for a while and run a few games set in it before, but it never really hooked me as anything more than a generic D&D setting. The online previews are making it sound more interesting now.
 

mearls said:
In a nutshell:

<snip> some excellent stuff </snip>

It's been really fun. I can't recommend the series highly enough.
That sounds pretty cool to me. I am assuming the 4e mechanics are the result of the changes in magic due to the battle of divine and arcane forces.

You should blog it out after 4e comes alive and let some fans noodle with it. <wink, wink> <nudge, nudge>
 

I'm going to use these articles as well. I've been wracking my noodle about what to do as well with a campaign setting.

As far as 4e settings that are going to be ready at launch?

Other than WotC stuff my money is on seeing a 4e Midnight from FFG. Midnight I think was their most popular line. My second guess might be Dawnforge 4e as Tieflings were a big part of the setting.
 

No firm plans yet, but I want to run at least three separate campaigns in different parts of the same world....one for me and my regular gaming group, one for my wife and I, and one for my wife and kids.

It will be a new homebrew, but I'll have to wait and see more of 4e before I decide what parts I will develop. I think I'll also wait and see what parts of 4e my players get excited over and feature those aspects. I know I want to make the player characters very important in the world, and I want the world to change as the result of their decisions.

But I have few specific ideas at this point.
 

I've got a pretty heavily-homebrew setting that I've been wanting to put to words for awhile... and this has given me a good reason to do so.

So I've got a wiki in development, to flesh it all out, and all I need now are the rules so I can produce the setting-specific classes, some of which are, oddly enough, much like Incarnium totemists, but which were inspired by the geomancer PrC long enough ago that I submitted them as part of the setting search, and elementalists more along the lines of Avatar: The Last Air Bender, submitted in the same document. Alas, ahead of my time! :p

So now I'm just gathering up the fluff that needs no crunch, fleshing out enough background for players, and eventually, perhaps, other DMs, to get ideas from, and working on my own little digital initiative, and some "training campaigns" for online games (I already have 19 players who want in :eek: ). I might end up training some new DMs to handle the demand, at that, for the sake of growing the hobby.

Busy busy busy busy.
 

catsclaw227 said:
That sounds pretty cool to me. I am assuming the 4e mechanics are the result of the changes in magic due to the battle of divine and arcane forces.

You should blog it out after 4e comes alive and let some fans noodle with it. <wink, wink> <nudge, nudge>

Yeah, I see the world pre-cataclysm as a 3e world. That definitely played a role. I also wanted a campaign setting that would support lots of epic, paragon, and heroic tier adventures. A lot of the secrets are things you can uncover at heroic tier and that point you in the direction of a story arc that might not be resolved until epic level.

I might start blogging about it soon, simply excising mechanics as needed. Right now, I'm running a Savage Worlds game based on The Goon. Once that's done (it's a short story arc), I'll be getting the game prepped in earnest.
 



I guess my group will play the new modules first, to get a feel for 4e's mechanics (and wrap up our current 3.5 campaign in parallel). Eventually we will start a new campaign, homebrewed around the fluff that comes with the new core books.

In my past campaigns, I've always eliminated classes and races to give the campaign a stronger flavor. This time around, I want to go the opposite way and try build something that accommodates every class and race as part of the world's story.

I was also quite intrigued by the West Marches Campaign Experiment described on Ars Ludi - featuring more of a "sandbox", simulationist approach to the game. I am planning on using a smaller world, with more overland travel, random encounters ... and will roll all my combat dice in the open (no fudging).
 

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