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<blockquote data-quote="kerakus" data-source="post: 1715190" data-attributes="member: 20951"><p>I've recently tried very hard to not start a new campaign every week like I used to do because I had so many campaign ideas. That being said, there's still quite a few I'd like to do before I die.</p><p></p><p>My Stargate SG1/Urban Arcana crossover homebrew D20 Modern setting, linked (on a cosmology level) with my current D&D homebrew setting.</p><p></p><p>White Wolf's Vampire, with characters starting in the Dark Ages and played throughout history until the modern day and Gehenna.</p><p></p><p>The Matrix, using Mage: The Ascension for the rules.</p><p></p><p>The Adventure Path series (The Sunless Citadel, etc) updated to 3.5. Done it once with 3.0, leaving out Deep Horizon.</p><p></p><p>A combination of the "commoner character" idea and the "back to basic" idea. 3.5 edition rules, basic edition feel.</p><p></p><p>A Supers game (rules unknown at this point) where the PC supers are backed by a private corporation that has a secret agenda the PCs slowly become aware of. I've had this idea for years.</p><p></p><p>Council of Wyrms 3.5 absolutely loved this setting and concept and had a 20 level campaign all planned out with a civil war instigated by that one Dracolich, and the return of the Dragonslayers from across the sea and a nasty underdark threat that was stealing dragon eggs and warping them into Shadow Dragons and Deep Dragons and, and, and...huh...I just realized that sounds almost like a reverse Dragonlance. "Dragonslayers...stories told to wyrmlings..."</p><p></p><p>Council of Wyrms as a setting/backdrop for a "normal" characters campaign and/or a normal campaign set 1000 years after the fall of the Council and the colonization of the islands by humans. Imagine the dungeon crawl potential in the ruins of castles and cities built dragon size.</p><p></p><p>A D20 Modern/Urban Arcana game based on Friday the 13th: The Series. The PCs inherit an antique shop but it turns out that the shop sold magic items, most of which are cursed and the PCs have to get them back into the vault beneath the store.</p><p></p><p>And that would be about half of the ideas I've had over the years. </p><p></p><p>Q</p></blockquote><p></p>
[QUOTE="kerakus, post: 1715190, member: 20951"] I've recently tried very hard to not start a new campaign every week like I used to do because I had so many campaign ideas. That being said, there's still quite a few I'd like to do before I die. My Stargate SG1/Urban Arcana crossover homebrew D20 Modern setting, linked (on a cosmology level) with my current D&D homebrew setting. White Wolf's Vampire, with characters starting in the Dark Ages and played throughout history until the modern day and Gehenna. The Matrix, using Mage: The Ascension for the rules. The Adventure Path series (The Sunless Citadel, etc) updated to 3.5. Done it once with 3.0, leaving out Deep Horizon. A combination of the "commoner character" idea and the "back to basic" idea. 3.5 edition rules, basic edition feel. A Supers game (rules unknown at this point) where the PC supers are backed by a private corporation that has a secret agenda the PCs slowly become aware of. I've had this idea for years. Council of Wyrms 3.5 absolutely loved this setting and concept and had a 20 level campaign all planned out with a civil war instigated by that one Dracolich, and the return of the Dragonslayers from across the sea and a nasty underdark threat that was stealing dragon eggs and warping them into Shadow Dragons and Deep Dragons and, and, and...huh...I just realized that sounds almost like a reverse Dragonlance. "Dragonslayers...stories told to wyrmlings..." Council of Wyrms as a setting/backdrop for a "normal" characters campaign and/or a normal campaign set 1000 years after the fall of the Council and the colonization of the islands by humans. Imagine the dungeon crawl potential in the ruins of castles and cities built dragon size. A D20 Modern/Urban Arcana game based on Friday the 13th: The Series. The PCs inherit an antique shop but it turns out that the shop sold magic items, most of which are cursed and the PCs have to get them back into the vault beneath the store. And that would be about half of the ideas I've had over the years. Q [/QUOTE]
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