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General Tabletop Discussion
*Dungeons & Dragons
brainstorming on theme/rules for hexcrawl campaign
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<blockquote data-quote="HJFudge" data-source="post: 8213104" data-attributes="member: 6997593"><p>Some good ideas here. Allow me to lend you another:</p><p></p><p>The game world was a sprawling empire connected by portals. One day, for whatever reason, the portals failed. Every city, town, and out of the way location was suddenly cut off. People stranded on the other side of a portal miles away from any family. Because the portals were so useful, the roads between towns had largely been unused and became overgrown and rundown. No one really knows what is between towns, for the most part.</p><p></p><p>So the campaign starts X amount of years after The Event.</p><p></p><p>Suddenly, again for a reason nobody knows, your PCs have the ability to open the portals...but only temporarily. And not to the same portals that the old maps said they used to be connected to.</p><p></p><p>They can only enter and go out for so long before being yanked back to their starting point.</p><p></p><p>The campaign will be a quest to explore what happened to the old locations of the empire, why only they seem to have this ability, and why it broke in the first place.</p><p></p><p>Anyone who plays in your campaign discovers they have this ability too. This will also explain why they return to their locale after each session, regardless of the length of the session. Each DM can run differing locales and play off each others plot hooks. Each location is a succinct and separate instance. The portals don't just have to transverse distance, they could also allow travel through time...so maybe one DM runs the 'far future after effects' of a location another DM ran a dungeon crawl through.</p></blockquote><p></p>
[QUOTE="HJFudge, post: 8213104, member: 6997593"] Some good ideas here. Allow me to lend you another: The game world was a sprawling empire connected by portals. One day, for whatever reason, the portals failed. Every city, town, and out of the way location was suddenly cut off. People stranded on the other side of a portal miles away from any family. Because the portals were so useful, the roads between towns had largely been unused and became overgrown and rundown. No one really knows what is between towns, for the most part. So the campaign starts X amount of years after The Event. Suddenly, again for a reason nobody knows, your PCs have the ability to open the portals...but only temporarily. And not to the same portals that the old maps said they used to be connected to. They can only enter and go out for so long before being yanked back to their starting point. The campaign will be a quest to explore what happened to the old locations of the empire, why only they seem to have this ability, and why it broke in the first place. Anyone who plays in your campaign discovers they have this ability too. This will also explain why they return to their locale after each session, regardless of the length of the session. Each DM can run differing locales and play off each others plot hooks. Each location is a succinct and separate instance. The portals don't just have to transverse distance, they could also allow travel through time...so maybe one DM runs the 'far future after effects' of a location another DM ran a dungeon crawl through. [/QUOTE]
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brainstorming on theme/rules for hexcrawl campaign
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