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[5e] Couple of Settings, Couple of Questions
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<blockquote data-quote="Allistar1801" data-source="post: 7609307" data-attributes="member: 6977279"><p>So, not that long ago I decided to draw out a world map for my players and run a pirate game that never actually went anywhere due to various problems. None the less I still have the bones of the world set up and they still want to explore them. I have a few directions that I really want to go, but no idea where to start. A friend said that I should post something about it, and I figured sure, why not (and here we are). </p><p></p><p>Setting 1: Haldromere</p><p>This one was pretty basic, I needed a magic capital and I was a really big fan of the artificer so I kind of decided to fuse the two together but with a twist. The city was originally built on another plane of existence (kinda like Mechanus), but due to a planar war they had to flee to the material plane. From there they served as a kind of planar bastion within the material plane for the refugees of the war. This brought tons of magical beings and tons of magic which could be turned into a type of fuel. This led to an industrial revolution of sorts where magic became the driving force of invention, industry, agriculture, science, and so forth. Golem foundries, hydroponic farms, research labs, started popping up everywhere until eventually the city sprawled all the way across the continent. A sort of bullet train network was built and As time moved on they started to build on top of the older parts of the city and basically made layers that each specialized in different things.</p><p></p><p>(*as I'm writing this down, I'm looking at a previous campaign's wizard and thinking about stuff like what if apartments were just demiplanes with specific keys needed to access them, or instead of a railway system why not just teleportation networks..... man if only i would have thought about that before.... whatever I'll think about it) </p><p></p><p>Question 1: </p><p>There are so many directions to go here. I like the idea of a plane hopping game but I don't entirely know what I would do for it, what the conflict would be, or how I could get the players involved. (one of my friends said something about Phyrexia but I know nothing about MTG or what the story of that place is but it looks pretty metal). Another idea I was having was something like a magic Chernobyl with like an aether meltdown threatening to turn most of the city into a wasteland. Final Idea I had was an espionage game where they need to bust a drug ring being run by a group of mystics maybe leading to a citywide bust. What are your thoughts and what would you suggest for each of these different styles of play</p><p></p><p>Setting 2: Kuroi/Blackspire</p><p>This small island nation is home to a large portion of the goblinoids in the world. Gobs being gobs means that each of them start to split themselves into clans fighting over the favor of Muglabiyet and of course to see who's strongest . The hobgoblins are natural born leaders and tacticians, the bugbears serve as the muscle, and the goblins are both stealthy and effective. For years these clan's feud until eventually a demon prince kinda just raises a castle made of black stone on top of the sacred mountain, and he starts a a demonic incursion. Seeing that this is much more important than a clan war, the goblin clans formed 3 houses and attempted to quell this invasion. With superior tactics and the help of a golden dragon as well as Muglabiyet's chosen they not only stop the invasion but also occupy the black castle. Not taking well to defeat, the demon prince places a curse upon the bloodline of the chosen. The curse of the demon's blood as its known basically slowly turns the ruler is into a conduit for this demon prince's will. Maybe I'm reading too far into it, but the hobgoblins in the MM look so much like samurai and I thought I could wrap this whole place up in a Japanese feel. The oni, the golden dragon, the clan war. All of these made it a perfect sengoku era setup, and with that sengoku setup I could run a good old fashion war game.</p><p></p><p>Question 2:</p><p>How would you do a war game. The endgame seems obvious, with the players commanding large armies and being legends on the battlefield, but how do they get there? Where do they start, what do they do? How do I make the combat interesting and most importantly how do I make them not take 12 hours between the hundreds or potential thousands of soldier NPCs? How do they progress, and how do I appropriately reward them and what do they do once the war is won?</p><p></p><p></p><p>So sorry for the super long read, but I really wanted to give an appropriate explanation of the background to these Ideas. Thank you so much for reading and any kind of response will be much appreciated. I really love seeing the creative stuff that comes out of this community, and I especially love seeing the wacky stuff that people bring up and how it can make me think about stuff like demiplane apartment buildings.</p></blockquote><p></p>
[QUOTE="Allistar1801, post: 7609307, member: 6977279"] So, not that long ago I decided to draw out a world map for my players and run a pirate game that never actually went anywhere due to various problems. None the less I still have the bones of the world set up and they still want to explore them. I have a few directions that I really want to go, but no idea where to start. A friend said that I should post something about it, and I figured sure, why not (and here we are). Setting 1: Haldromere This one was pretty basic, I needed a magic capital and I was a really big fan of the artificer so I kind of decided to fuse the two together but with a twist. The city was originally built on another plane of existence (kinda like Mechanus), but due to a planar war they had to flee to the material plane. From there they served as a kind of planar bastion within the material plane for the refugees of the war. This brought tons of magical beings and tons of magic which could be turned into a type of fuel. This led to an industrial revolution of sorts where magic became the driving force of invention, industry, agriculture, science, and so forth. Golem foundries, hydroponic farms, research labs, started popping up everywhere until eventually the city sprawled all the way across the continent. A sort of bullet train network was built and As time moved on they started to build on top of the older parts of the city and basically made layers that each specialized in different things. (*as I'm writing this down, I'm looking at a previous campaign's wizard and thinking about stuff like what if apartments were just demiplanes with specific keys needed to access them, or instead of a railway system why not just teleportation networks..... man if only i would have thought about that before.... whatever I'll think about it) Question 1: There are so many directions to go here. I like the idea of a plane hopping game but I don't entirely know what I would do for it, what the conflict would be, or how I could get the players involved. (one of my friends said something about Phyrexia but I know nothing about MTG or what the story of that place is but it looks pretty metal). Another idea I was having was something like a magic Chernobyl with like an aether meltdown threatening to turn most of the city into a wasteland. Final Idea I had was an espionage game where they need to bust a drug ring being run by a group of mystics maybe leading to a citywide bust. What are your thoughts and what would you suggest for each of these different styles of play Setting 2: Kuroi/Blackspire This small island nation is home to a large portion of the goblinoids in the world. Gobs being gobs means that each of them start to split themselves into clans fighting over the favor of Muglabiyet and of course to see who's strongest . The hobgoblins are natural born leaders and tacticians, the bugbears serve as the muscle, and the goblins are both stealthy and effective. For years these clan's feud until eventually a demon prince kinda just raises a castle made of black stone on top of the sacred mountain, and he starts a a demonic incursion. Seeing that this is much more important than a clan war, the goblin clans formed 3 houses and attempted to quell this invasion. With superior tactics and the help of a golden dragon as well as Muglabiyet's chosen they not only stop the invasion but also occupy the black castle. Not taking well to defeat, the demon prince places a curse upon the bloodline of the chosen. The curse of the demon's blood as its known basically slowly turns the ruler is into a conduit for this demon prince's will. Maybe I'm reading too far into it, but the hobgoblins in the MM look so much like samurai and I thought I could wrap this whole place up in a Japanese feel. The oni, the golden dragon, the clan war. All of these made it a perfect sengoku era setup, and with that sengoku setup I could run a good old fashion war game. Question 2: How would you do a war game. The endgame seems obvious, with the players commanding large armies and being legends on the battlefield, but how do they get there? Where do they start, what do they do? How do I make the combat interesting and most importantly how do I make them not take 12 hours between the hundreds or potential thousands of soldier NPCs? How do they progress, and how do I appropriately reward them and what do they do once the war is won? So sorry for the super long read, but I really wanted to give an appropriate explanation of the background to these Ideas. Thank you so much for reading and any kind of response will be much appreciated. I really love seeing the creative stuff that comes out of this community, and I especially love seeing the wacky stuff that people bring up and how it can make me think about stuff like demiplane apartment buildings. [/QUOTE]
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