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Help! I need novel ideas for starting a campaign.
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<blockquote data-quote="The Cardinal" data-source="post: 949829" data-attributes="member: 634"><p>these are excerpts (just the fantasy stuff) from my list of new campaigns for my players - I would run all but the first with GURPS, but you could try to use D20 I think...</p><p></p><p>[...]</p><p>2. The Sins of the Fathers</p><p>A small island of volcanoes and hot springs, full of strange beasts and glorious vistas, surrounded by a ring of fire and black rocks, embedded in a gigantic cave of glowing crystals: this is your land, your curse. Six, maybe seven lifetimes have gone by since your ancestors were banned to this place of eternal flames, banned by the legendary "Empire" that rules the skyworld. According to the legends there was still the possibility of pardon and release from this prison in the earliest days of this place – but then came the time of the Sealing, and all hope for a return to the skyworld vanished with the closing of the Red Gate. But your ancestors were hard men and women: they adapted and survived. They founded the city of Netherhall, the city you were born in, the only city. But now the 6 people of the city – men, draks, shags, pales, and hi and lo gobbers – have learned from the Oracle of Ice that Netherhall is doomed: soon a titanic eruption of the dreaming volcano deep beneath the city will wipe out all life in the caves and tunnels around the city. And while the true content of the prophecy is still being kept secret, the elders of the city have decided to send out 18 small parties (six chosen by race, six chosen by guild, and six chosen by luck) to search for a new home – a home in the skyworld…</p><p>System: D&D3e or GURPS (using UMana)</p><p></p><p>3. Bottom of the Heap</p><p>Most of you never left the Quagmire, never saw a true horizon beyond the ancient crumbling walls that separate the quarters of the city. Others stranded here, usually after they came to Maerddab in search of a better life, wealth, education, or just a hideout. But all of you heard of the distant shores of the Black Islands, of the desert kingdoms south of the ocean, of the great northern forests, and of the snow-covered Mountains of Dawn. Some of you even saw the golden roofs of the Great School, the white walls of the Marble quarter, or the blackwood barges of the council, gliding silently on the river. Now you want up and out, by any means necessary, and you know you cannot do it on your own. So you've found some friends, well partners-in-crime at least, and you *will* succeed or – probably – die trying…</p><p>System: GURPS (using the magic system from GURPS Cabal), 75 pts. characters with up to 105 pts from disadvantages and quirks. </p><p></p><p>[...]</p><p></p><p>6. Frozen</p><p>Our great-great-grandfathers still lived in freedom. The Lords teach that mankind was a constant threat to itself in those days, always warring and fighting with each other, raping the land and killing the beasts – but that is a lie. Before their high mages called the ice to crush our empires, all men were free and brave. And the Lords lived hidden in the remote wilderness. But then came the darkcloud, the great famine, and the War of Winter – and mankind lost. Rome fell, Byzantium fell, even the norsemen, the persians, the huns, and the legendary empire of Cathay fell. Today we live as servants to the Lords: the sidhe, the elfs, the dwarfs, the goblins, the giants, and the djinn. They use us as workers and slaves, the men as warriors, the women as whores, the children as food – and they say it is just. But we know it is a lie, and we will vanquish them…</p><p>System: GURPS</p><p>[...]</p></blockquote><p></p>
[QUOTE="The Cardinal, post: 949829, member: 634"] these are excerpts (just the fantasy stuff) from my list of new campaigns for my players - I would run all but the first with GURPS, but you could try to use D20 I think... [...] 2. The Sins of the Fathers A small island of volcanoes and hot springs, full of strange beasts and glorious vistas, surrounded by a ring of fire and black rocks, embedded in a gigantic cave of glowing crystals: this is your land, your curse. Six, maybe seven lifetimes have gone by since your ancestors were banned to this place of eternal flames, banned by the legendary "Empire" that rules the skyworld. According to the legends there was still the possibility of pardon and release from this prison in the earliest days of this place – but then came the time of the Sealing, and all hope for a return to the skyworld vanished with the closing of the Red Gate. But your ancestors were hard men and women: they adapted and survived. They founded the city of Netherhall, the city you were born in, the only city. But now the 6 people of the city – men, draks, shags, pales, and hi and lo gobbers – have learned from the Oracle of Ice that Netherhall is doomed: soon a titanic eruption of the dreaming volcano deep beneath the city will wipe out all life in the caves and tunnels around the city. And while the true content of the prophecy is still being kept secret, the elders of the city have decided to send out 18 small parties (six chosen by race, six chosen by guild, and six chosen by luck) to search for a new home – a home in the skyworld… System: D&D3e or GURPS (using UMana) 3. Bottom of the Heap Most of you never left the Quagmire, never saw a true horizon beyond the ancient crumbling walls that separate the quarters of the city. Others stranded here, usually after they came to Maerddab in search of a better life, wealth, education, or just a hideout. But all of you heard of the distant shores of the Black Islands, of the desert kingdoms south of the ocean, of the great northern forests, and of the snow-covered Mountains of Dawn. Some of you even saw the golden roofs of the Great School, the white walls of the Marble quarter, or the blackwood barges of the council, gliding silently on the river. Now you want up and out, by any means necessary, and you know you cannot do it on your own. So you've found some friends, well partners-in-crime at least, and you *will* succeed or – probably – die trying… System: GURPS (using the magic system from GURPS Cabal), 75 pts. characters with up to 105 pts from disadvantages and quirks. [...] 6. Frozen Our great-great-grandfathers still lived in freedom. The Lords teach that mankind was a constant threat to itself in those days, always warring and fighting with each other, raping the land and killing the beasts – but that is a lie. Before their high mages called the ice to crush our empires, all men were free and brave. And the Lords lived hidden in the remote wilderness. But then came the darkcloud, the great famine, and the War of Winter – and mankind lost. Rome fell, Byzantium fell, even the norsemen, the persians, the huns, and the legendary empire of Cathay fell. Today we live as servants to the Lords: the sidhe, the elfs, the dwarfs, the goblins, the giants, and the djinn. They use us as workers and slaves, the men as warriors, the women as whores, the children as food – and they say it is just. But we know it is a lie, and we will vanquish them… System: GURPS [...] [/QUOTE]
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