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<blockquote data-quote="AFGNCAAP" data-source="post: 1116417" data-attributes="member: 871"><p>My homebrew campaign is nothing but a massive hodgepodge of various elements. Quite a few dungeons I used are "recycled" maps from old Dungeon magazines or modules that I know my players haven't played. My world map is the Map of Mystery from an issue of Dungeon (the large land mass with roads, cities, & port cities marked out on it).</p><p></p><p>Things I've specifically borrowed are:</p><p> * Maps from various sources</p><p> * Place-names from various CRPGs--mainly the Ultima series, Zork series, & Might & Magic 1 & 2.</p><p> * A rat/wererat undercity, ala Lankhmar Below.</p><p> * The Caves of Ningauble of the Seven Eyes--a massive cave system that connects to various realities (PCs can even meet Ningauble himself, & maybe take a trip to Lankhmar).</p><p> * Roman legionnaire-like hobgoblins--inspiration thanks to a piece of art on Claudio Pozas' website. They are members of a massive goblinoid army, ala the uruk-hai forces from Lord of the Rings.</p><p> * NPCs that are based on amalgamations of NPCs from various CRPGs (including the Ultima, Zork, & Baldur's Gate games)</p><p> * NPCs from old modules/adventures (Aleena & Bargle, anyone?)</p><p> * Obscure, out-of-the-way magic portals that whisk people across the land, ala Moongates from the Ultima series</p><p> * Magic items from various sources</p><p> * Races from various sourcebooks (Sendasti from <em>Mythic Races</em>, for example)</p><p></p><p> etc. . . .</p><p></p><p>However, consistency is a big deal for me--it's a fair amount of work to make sure that things match up. Clerics can't have domain combinations not feasible for the deities IMC; map locations generally have to match up (no major cities where none are marked on the map); consistent use of place names & NPC names; etc. (What can I say--I'm an editor. Consistency's a big part of my job.) Besides, I think that consistency throughout a storyline (or a setting, for that matter) really helps with the quality of the story as a whole.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1116417, member: 871"] My homebrew campaign is nothing but a massive hodgepodge of various elements. Quite a few dungeons I used are "recycled" maps from old Dungeon magazines or modules that I know my players haven't played. My world map is the Map of Mystery from an issue of Dungeon (the large land mass with roads, cities, & port cities marked out on it). Things I've specifically borrowed are: * Maps from various sources * Place-names from various CRPGs--mainly the Ultima series, Zork series, & Might & Magic 1 & 2. * A rat/wererat undercity, ala Lankhmar Below. * The Caves of Ningauble of the Seven Eyes--a massive cave system that connects to various realities (PCs can even meet Ningauble himself, & maybe take a trip to Lankhmar). * Roman legionnaire-like hobgoblins--inspiration thanks to a piece of art on Claudio Pozas' website. They are members of a massive goblinoid army, ala the uruk-hai forces from Lord of the Rings. * NPCs that are based on amalgamations of NPCs from various CRPGs (including the Ultima, Zork, & Baldur's Gate games) * NPCs from old modules/adventures (Aleena & Bargle, anyone?) * Obscure, out-of-the-way magic portals that whisk people across the land, ala Moongates from the Ultima series * Magic items from various sources * Races from various sourcebooks (Sendasti from [I]Mythic Races[/I], for example) etc. . . . However, consistency is a big deal for me--it's a fair amount of work to make sure that things match up. Clerics can't have domain combinations not feasible for the deities IMC; map locations generally have to match up (no major cities where none are marked on the map); consistent use of place names & NPC names; etc. (What can I say--I'm an editor. Consistency's a big part of my job.) Besides, I think that consistency throughout a storyline (or a setting, for that matter) really helps with the quality of the story as a whole. [/QUOTE]
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