Bringing Ecological Conservation into Dark Fantasy Worldbuilding

It sounds like a cool idea - the game's climactic encounters might involve the acquisition of fame, fantastical treasure, and ecological collapse. You'd have to get the PCs to have some buy-in for one environment, though. Traditionally, PCs are happy to move on to the next challenge and greener pastures (literally).

I haven't seen a lot of it in discursive RPGs, but Actraiser and Warcraft 3 come to mind as examples of computer RPGs that involve saving the land, killing the rot.

Becoming a guardian instead of a raider is a big pivot for the standard RPG, mainly because it sounds like playing reactively instead of proactively. I'm sure there are ways around that. Just make it seem fantastic and fun . . . and don't recruit any players of Monster Hunter. (Although this video makes them sound more harmonious than I might expect.)
Insightful point about the 'Guardian vs Raider' pivot. The DFCB project is precisely about that friction. To solve the 'buy-in' problem, we treat the ecosystem not as a static map, but as a living NPC that 'levels up' with the players. If you protect Sargass-Ouro, it might grant you passage or reveal secrets only accessible through its growth. As for the Monster Hunter crowd... well, we try to convince them that a living legend is worth more than a set of armor. Actraiser is a great touchstone for this feeling of restoration!
 

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I posted this on ENWorld years ago (see the “Campaigns” link in my sig):

Here's an interesting fact: Aspen Trees are a clonal species- they can spread by runners. One of the largest organisms on Earth is an Aspen grove in Utah’s Wasatch Mountains that has 41,000+ trunks.

That inspired this:

No Man's Land:

5000 years ago, a druid (whose name is lost to humanity...) of great power picked a large and remote island devoid of human life as his home, choosing a grove of aspen trees his most sacred space. At some point, he chose to cast Awaken upon one of the aspen...and the entire grove came to life! He had forgotten that Aspen spread by runners...the entire grove was actually one plant- and now it had a mind equal to his own. He trained it in the ways of the druids.

Eventually, death found the druid, but his greatest student lived on. Eventually, the Aspen grew enough in power that it began to experiment with Awaken itself. First, it made other Aspen and a few other mighty trees as self aware as it was, forming the Green Council, each a druid, cleric or mage in its own right. They, in time and in turn, granted awareness to some of the animals of the forest...bringing them into a society ruled by the Green Council, each day's food created by powerful magics.

As decades passed, the island became a great druidic haven, but still unknown to man.

1000 years ago, Man came...and he was not ready for what he found. The animals and trees welcomed those who resembled the one who had made their haven possible, but the ignorant sailors who found the island hunted for food for their journeys, and were driven back by the island inhabitants. The sailors returned to civilization to tell tales of the mysterious island to the East, where both animals and trees thought and fought as if men.

The Council's research of the civilized world (directly and through its awakened, shapechanged agents) has brought them much information about the destructiveness of man...and also solutions as to how to fight back. Those shapechanged agents often lived lives among the so called civilized men, bringing their children, natural shapeshifters, back to the island. The Council did much the same.

Now, the island is inhabited by more than trees and awakened animals. Alongside them now live natural shapechangers and other curious hybrids of man and beast or beast and plant...all members of an insular society on the island.

And they are leery of Mankind's intent.

(In game terms, the island is inhabited by Awakened Trees of the Green Council (each with 20 levels of some combination of Druid, Cleric, Wizard or Sorcerer, some with Epic levels); Awakened animals (any class, Rangers and Druids most common); Anthropomorphic Animals (see WOTC's Savage Species); Shapeshifters (see WOTC's Eberron, but instead of being linked to Lycanthropes, they are linked to Druids); and Woodlings (see WOTC's Monster Manual III).

I still haven’t run the campaign I initially designed this for, and I don’t see it happening in the near future.

And since I obviously posted it here for a reason: feel free to mine it for ideas, or even yoink it completely.
 
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I posted this on ENWortld years ago (see the “Campaigns” link in my sig):



I still haven’t run the campaign I initially designed this for, and I don’t see it happening in the near future.

And since I obviously posted it here for a reason: feel free to mine it for ideas, or even yoink it completely.
It’s a deal. There’s something poetic about a campaign that was never run becoming the soil for new growth—much like the cycle of the Sargass-Ouro itself. I’ll take those ideas and see how they fit into our 'Guardian vs Raider' mechanics. You’re always welcome to check back in and see how your seeds are sprouting in our dark garden. Thank you for trusting us with your work.
 

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