Naturally. The compilation post is at:Tonguez said:Did anyone archive mmarsdens [sic] Campaign Pallette threads?
Glad you're enjoying it. Most of the credit goes to the guy playing Burne, for finding away to do the write-up, then actually writing it up.J-Dawg said:that Story Hour is absolutely fabulous!
Unfortunately, no. There might be one soon. If we ever get around to starting the project. The campaigns been going for almost two years and the Story Hour just made its debut last Spring.Do you have any other information about [smallcaps]the City[/smallcaps] setting? A webpage or anything?
I've decided to develop them in my blog for the time being, utilizing Ray Winninger's Dungeoncraft Methodolgy (heretofore known as RWDM, which is a heck of a lot easier to type.) Although I'm thinking of actually separating the psionics idea out of it and making another setting entirely around that.Mallus said:Let me re-hijack back to your setting ideas. I *really* them, particularly used together. It's got me asking questions; Why is there a massive city (or cities)? Is it essentially a prison? Or a larder for its demon gods? A Hobson’s choice-kind of safehaven from even worse horrors outside it? What are its citizens’ like? How do ‘good, plain folk’ fit into a world where ‘demon’ and ‘god’ are the same thing? What about the psionists, do they have a particular belief system/philosophy? Are they like Buddhists? Psy-warrior Buddhists? Is is like fantasy India?
Three ideas and already want to cook up a new homebrew…
Also, another poster suggested that the demon gods should be duping their worshippers. I think that’s a bad idea. It works so much better if the players are aware of the choice they’re making if and when they want access to divine magics.
Ray Winninger wrote a famous series of articles in Dragon Magazine a few years ago in the Dungeoncraft column that espoused and detailed a pretty neat-o methodology for campaign design. Basically, in a series of relatively short and easy steps, it allowed for creating a unique "homebrew" campaign setting that was complete enough to play in and feel robust, yet which minimized the upfront workload of the GM.
I think it's actually a pretty brilliant methodology. I think I'm going to devote a number of posts here on my blog to using Winninger's Dungeoncraft methodology to flesh out the ideas I had last time I posted. Notably; I'll be doing the "dark" D&D setting with demon lords and/or archdevils replacing the gods and combining it a bit with the "no standard races except humans" schtick. Magic will be lower overall; I'll have to limit the pallete of classes. I'll also get a bit of a piratey theme going (and not just because Dead Man's Chest just came out and I enjoyed it immensely: I promise; I've always loved pirates!)
To get a bit more diversity of culture, I'll make a small microcosm of the the entire southern hemisphere circa 1650-1750 of pirates too--Barbary Coast "Arabic" pirates on one side, European colonists and the remnants of pseudo-Aztecan or other Indian cultures combined with South Pacific Islanders more in the middle, and South China sea pirate types on the far side.
Of course, the entire setting won't be "pirates" but I'll have the game focus more on them as well as frontierish areas and naval adventures. Or should it be "Dune Seas" with low-flying airships taking the place of traditional naval ships? I don't know. I'll give that some thought too. And even though I'm doing "pirates" I want to maintain the idea of pretty much the whole world being either a massive city, or the derelict remains of abandoned (and flooded?) districts.
And that really sums up what needs to be done in the first day of Ray Winninger's Dungeoncraft Methodology (RWDM for short)--come up with the "twist" that separates your setting from run-of-the-mill D&D. I've still got lots of details to hammer out, of course, but I can get there in the next few days.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.