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brainstorming on theme/rules for hexcrawl campaign
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<blockquote data-quote="GlassJaw" data-source="post: 8213338" data-attributes="member: 22103"><p>Wow this is awesome! Exactly what I was looking for!</p><p></p><p>I had a conversation with a friend last night explaining this to him and took a little while for him to wrap his head around what I was asking. I'm not looking for rules to explain or account for the travel itself, I want ideas to explain why <em>there is no travel </em>or why travel is really fast<em>.</em> And in the process, does a unique campaign theme arise from that explanation?</p><p></p><p>In the case of the portal empire, it <em>absolutely </em>does. There is a reason to explore, supports a huge variety of locations, and an overarching goal to work towards.</p><p></p><p>Some other ideas:</p><p></p><p>Mad god's prison - The player's are trapped in a prison of some demented god/elder thing/omniscient being. It changes the world on a whim to torment the players or simply for entertainment. Primary goal is to survive but they eventually begin to find clues on how to escape.</p><p></p><p>Myth Drannor (WandaVision-inspired) - The planar/chaos magic of MD starts to seep out and expand. A contingent of wizards from across Faerun has banded together and restored the mythal enough to temporarily raise a protective field to slow the advance. They are looking for adventurers to enter MD and find clues to the source of the spread. The air is now toxic and poisonous, limiting the time you can spend within. Rewards given for recovered artifacts.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 8213338, member: 22103"] Wow this is awesome! Exactly what I was looking for! I had a conversation with a friend last night explaining this to him and took a little while for him to wrap his head around what I was asking. I'm not looking for rules to explain or account for the travel itself, I want ideas to explain why [I]there is no travel [/I]or why travel is really fast[I].[/I] And in the process, does a unique campaign theme arise from that explanation? In the case of the portal empire, it [I]absolutely [/I]does. There is a reason to explore, supports a huge variety of locations, and an overarching goal to work towards. Some other ideas: Mad god's prison - The player's are trapped in a prison of some demented god/elder thing/omniscient being. It changes the world on a whim to torment the players or simply for entertainment. Primary goal is to survive but they eventually begin to find clues on how to escape. Myth Drannor (WandaVision-inspired) - The planar/chaos magic of MD starts to seep out and expand. A contingent of wizards from across Faerun has banded together and restored the mythal enough to temporarily raise a protective field to slow the advance. They are looking for adventurers to enter MD and find clues to the source of the spread. The air is now toxic and poisonous, limiting the time you can spend within. Rewards given for recovered artifacts. [/QUOTE]
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