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General Tabletop Discussion
*TTRPGs General
A Campaign Setting for Young Beginning Players
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<blockquote data-quote="Napftor" data-source="post: 2725420" data-attributes="member: 617"><p>Some time ago, when an opportunity arose to pen a children's cartoon series, I sketched out a storyline wherein a generic fantasy world suddenly lost all adults over 18. Great castles resting on clouds appeared a week beforehand, maneuvering into position to throw a glowing magical netting across the globe (or at least the known world). After the magic swept the adults from the world, all but a handful of the castles vanished with them. It's left to the children to struggle on, the eldest attempting to take over whatever trade their parents' practiced. In my story, a group of unlikely companions bands together to see if indeed <em>all</em> adults have vanished.</p><p></p><p>This group leaves their kingdom's boundaries and, naturally, finds adventure, life lessons, etc. while investigating the world-spanning mystery. The setting's population is of two primary groups--humans and a lizard-like race called the towaan (a peaceful nature-loving race treated as second-class citizens by humans). There are other races as well but they rarely appear outside of their own small territories.</p><p></p><p>But to make a long story short, there was no cartoon out of the deal and I've been wondering off and on ever since if I could turn the premise into a viable fantasy setting aimed at young beginning players. Is this something the industry could use to aid in bringing potential roleplayers away from other distractions and into the rpg fold (assuming proper advertising was in place)?</p><p></p><p>My thought was to turn my storyline for the young group into a series of adventures (much like Dragonlance was originally except without the need to coincide with published novels). The adventures could easily be geared toward neophyte roleplayers and at the same time introduce the setting bit by bit. Any thoughts are appreciated.</p></blockquote><p></p>
[QUOTE="Napftor, post: 2725420, member: 617"] Some time ago, when an opportunity arose to pen a children's cartoon series, I sketched out a storyline wherein a generic fantasy world suddenly lost all adults over 18. Great castles resting on clouds appeared a week beforehand, maneuvering into position to throw a glowing magical netting across the globe (or at least the known world). After the magic swept the adults from the world, all but a handful of the castles vanished with them. It's left to the children to struggle on, the eldest attempting to take over whatever trade their parents' practiced. In my story, a group of unlikely companions bands together to see if indeed [i]all[/i] adults have vanished. This group leaves their kingdom's boundaries and, naturally, finds adventure, life lessons, etc. while investigating the world-spanning mystery. The setting's population is of two primary groups--humans and a lizard-like race called the towaan (a peaceful nature-loving race treated as second-class citizens by humans). There are other races as well but they rarely appear outside of their own small territories. But to make a long story short, there was no cartoon out of the deal and I've been wondering off and on ever since if I could turn the premise into a viable fantasy setting aimed at young beginning players. Is this something the industry could use to aid in bringing potential roleplayers away from other distractions and into the rpg fold (assuming proper advertising was in place)? My thought was to turn my storyline for the young group into a series of adventures (much like Dragonlance was originally except without the need to coincide with published novels). The adventures could easily be geared toward neophyte roleplayers and at the same time introduce the setting bit by bit. Any thoughts are appreciated. [/QUOTE]
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