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Gothic Campaign Setting I'm considering
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<blockquote data-quote="kitsune9" data-source="post: 5403331" data-attributes="member: 18507"><p>I'd agree that Christina Hendricks would beat me anytime.</p><p></p><p>[sblock] The floating dungeon is a interesting concept as I love a good dungeon crawl, but instead of a floating mountain, why not a cloud with the mountain hidden within? That way, the terrible storm that comes is just a storm (until villagers ended up missing, which just gets passed off as being swept away from the storm). </p><p></p><p>Another way is the Krull technique in which the dungeon moves from one location to another. That old abandoned chapel is now the entrance to the dungeon, villagers go missing, and after a week or so, a graveyard 30 miles down the road is now the entrance.</p><p></p><p> [/sblock]</p><p></p><p></p><p>A concept that I also like in Gothic campaigns is tying them to a negative energy plane. The Ravenloft setting was set in the Ethereal plane, but we have our world tied to a negative energy plane, a shadow plane of itself, or some kind of netherworld. We can tie this nether realm physically to the realm that the souls of the departed literally go to some place in the world (similarly to what the dead people were doing in Pirates of the Carribean 3). Adventures are constructed where the player characters may have to journey to such a dead realm in order to get information from a long dead person. Getting there would be one of the most difficult things to do in the campaign. Those who have died and cannot find their way, become undead. If they were vile and wicked in life, they become terrible and evil undead such as ghouls or zombies. If they were good then they become forlorned ghosts or spirits.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5403331, member: 18507"] I'd agree that Christina Hendricks would beat me anytime. [sblock] The floating dungeon is a interesting concept as I love a good dungeon crawl, but instead of a floating mountain, why not a cloud with the mountain hidden within? That way, the terrible storm that comes is just a storm (until villagers ended up missing, which just gets passed off as being swept away from the storm). Another way is the Krull technique in which the dungeon moves from one location to another. That old abandoned chapel is now the entrance to the dungeon, villagers go missing, and after a week or so, a graveyard 30 miles down the road is now the entrance. [/sblock] A concept that I also like in Gothic campaigns is tying them to a negative energy plane. The Ravenloft setting was set in the Ethereal plane, but we have our world tied to a negative energy plane, a shadow plane of itself, or some kind of netherworld. We can tie this nether realm physically to the realm that the souls of the departed literally go to some place in the world (similarly to what the dead people were doing in Pirates of the Carribean 3). Adventures are constructed where the player characters may have to journey to such a dead realm in order to get information from a long dead person. Getting there would be one of the most difficult things to do in the campaign. Those who have died and cannot find their way, become undead. If they were vile and wicked in life, they become terrible and evil undead such as ghouls or zombies. If they were good then they become forlorned ghosts or spirits. [/QUOTE]
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