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<blockquote data-quote="talien" data-source="post: 4432566" data-attributes="member: 3285"><p>I've been kicking around this idea for a 4th edition campaign for awhile and I wanted to get your thoughts, because frankly the concept is a little too big for me to actually pull it off. I'm half-hoping someone's already thought of it.</p><p></p><p>It works like this:</p><p></p><p>There are no magical creatures of any sort in the game world. Period.</p><p></p><p>They can be summoned from another plane, so evil extraplanar critters are entirely possible. But no dragons, no unicorns, no rust monsters, none of that.</p><p></p><p>Taking their place are creatures that actually existed in earth's history. Dragons are actually Quetzalcoatlus (<a href="http://en.wikipedia.org/wiki/Quetzalcoatlus" target="_blank">http://en.wikipedia.org/wiki/Quetzalcoatlus</a>). Land wyrms are tyrannosauruses. Dire animals are all their equivalent prehistoric counterparts.</p><p></p><p>Of course, this might be a little boring if Quetzalcoatlus just flies around all day eating fish. So a few tweaks are allowed in a nod to fantasy: </p><p></p><p>1) If any defense or attack mechanism can be justified in a naturally occuring animal, the monster can have it to fit the archetype. For example, Quetzalcoatlus can spit venom, which burns the eyes. And a sucker that big could pretty much melt your face off with a well-aimed spit.</p><p></p><p>2) Again for thematic reasons, creatures can have their diets, environment, etc. changed to match the setting. So maybe Quetzalcoatlus grazes on sheep instead of fishing, which brings it into conflict with farmers all the time.</p><p></p><p>Why do this? I find that every adventure tends to throw a monkey wrench into a game setting by introducing a new magical monster, a monster that I'm not necessarily sure makes sense within the game world. If you play enough store-bought adventures, the "natural reality" of the world starts to get pretty wonky, until just about any beast is possible under the right circumstances. My own ten-year fantasy campaign was like this, and after awhile it was difficult to postulate what the wilder parts of the world might look like because I had used every monster that was in every adventure. I like the idea of providing a base reality, so to speak, for the world, then converting the monsters over.</p><p></p><p>So the question then is: has anyone done this as a campaign world? And then, what adventures would be appropriate without requiring a massive and difficult conversion? I'm assuming the Savage Tide Adventure Path is a good place to start.</p></blockquote><p></p>
[QUOTE="talien, post: 4432566, member: 3285"] I've been kicking around this idea for a 4th edition campaign for awhile and I wanted to get your thoughts, because frankly the concept is a little too big for me to actually pull it off. I'm half-hoping someone's already thought of it. It works like this: There are no magical creatures of any sort in the game world. Period. They can be summoned from another plane, so evil extraplanar critters are entirely possible. But no dragons, no unicorns, no rust monsters, none of that. Taking their place are creatures that actually existed in earth's history. Dragons are actually Quetzalcoatlus ([url]http://en.wikipedia.org/wiki/Quetzalcoatlus[/url]). Land wyrms are tyrannosauruses. Dire animals are all their equivalent prehistoric counterparts. Of course, this might be a little boring if Quetzalcoatlus just flies around all day eating fish. So a few tweaks are allowed in a nod to fantasy: 1) If any defense or attack mechanism can be justified in a naturally occuring animal, the monster can have it to fit the archetype. For example, Quetzalcoatlus can spit venom, which burns the eyes. And a sucker that big could pretty much melt your face off with a well-aimed spit. 2) Again for thematic reasons, creatures can have their diets, environment, etc. changed to match the setting. So maybe Quetzalcoatlus grazes on sheep instead of fishing, which brings it into conflict with farmers all the time. Why do this? I find that every adventure tends to throw a monkey wrench into a game setting by introducing a new magical monster, a monster that I'm not necessarily sure makes sense within the game world. If you play enough store-bought adventures, the "natural reality" of the world starts to get pretty wonky, until just about any beast is possible under the right circumstances. My own ten-year fantasy campaign was like this, and after awhile it was difficult to postulate what the wilder parts of the world might look like because I had used every monster that was in every adventure. I like the idea of providing a base reality, so to speak, for the world, then converting the monsters over. So the question then is: has anyone done this as a campaign world? And then, what adventures would be appropriate without requiring a massive and difficult conversion? I'm assuming the Savage Tide Adventure Path is a good place to start. [/QUOTE]
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