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Help me make a small town with a bit of Planescape feel
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<blockquote data-quote="RangerWickett" data-source="post: 2942207" data-attributes="member: 63"><p>I plan to start a new campaign in a month or so. The party will start out all as members of the same town, having grown up together. Indeed, the first session will involve them roleplaying their youth, interacting with townsfolk, picking their abilities, classes, feats, and skills, and forming a bond to the setting.</p><p></p><p>My plan is that the players should feel invested in the setting, so I need a nice, fleshed-out town, with lots of interesting characters the party can interact with.</p><p></p><p>The basic world setting is an odd one, though. The world is only a few thousand years old, a blink in the cosmic scheme of things. There are a lot of portals to other planes, and the whole world is slightly in flux, still going through its growing pains, sort of the same way the PCs will be at first. </p><p></p><p>So there isn't a huge established network of countries or trade. The town should be fairly self-sufficient, though it has occasional contact with the outside world. Tech level should be vaguely Bronze Age, and no one should have more than 5 class levels. On the other hand, because of the ease of traveling to other planes, all manner of creatures could be inhabitants of the city, even if they have a high ECL.</p><p></p><p>I want to go for a feel somewhat akin to the 2nd edition Planescape, where there were all manner of powerful entities, and the world was vast, but extreme conflict was rare, and every place had an air of mystery.</p><p></p><p>Care to help me with ideas for the town? We can all collaborate on some ideas. Unsurprisingly, I haven't fully formed a vision of what the campaign will be yet, so I'm open to inspiration.</p><p></p><p><strong>Ideas I've Had</strong></p><p>Some of the PCs actually have parents, some were simply found and taken in as children of the town.</p><p></p><p>I want a character, Uncle Artep, who is sort of the town 'old coot.' He's fascinated with travel, exploration, and maps, and hopefully he'll incite in the party an interest in adventuring and exploring. Artep will be a bit of a jack of all trades, like a bard, except that he tells stories instead of sings.</p><p></p><p>I want there to be places near the town that would be interesting sites for adventures for 1st level characters. I also need people who can expose the characters to different skill sets as they're growing up, like hunters, brawlers, blacksmiths, mages, and so on.</p><p></p><p>I would like some ideas for 'mini-games' to run the PCs through to show them growing up.</p><p></p><p>I have no idea what religion would be like in this setting, but the phrase that keeps tumbling through my head is out of Genesis. "There were giants in the earth in those days." The world has not yet settled down, so mighty creatures still roam the world, threats to the dominance of humanity that might need to be destroyed or allied with.</p><p></p><p>I'm toying with the idea that there is no night. It's always bright, because the world floats in a primordial starscape that glows constantly, something like a nebula. I kinda want the party to be the ones who have to construct the planar cosmology of the world -- there's no sun because there is no 'plane of fire' that is linked to this world's material plane, and so on.</p><p></p><p> </p><p><strong>Adventure:</strong> The first major adventure idea I have is that a strange traveler comes to the town, asking for help to get at some ore nearby the town. The PCs' town doesn't really have a monetary system, so they go out of curiosity or in exchange for a favor. They fight some critters, help this guy get gold/adamantine/whatever, and then travel with him through a portal to some Planescape locale (probably <em>not</em> Sigil, since I'd like to save that for later).</p><p></p><p>They accompany the guy as he tries to trade the ore for magic items, only to discover that no merchant will accept it. The reason? Well, they discover that their plane is transient. It hasn't settled, and the latent aura coming off anything associated with the world makes it clear that some time relatively soon the world will decay back into primordial energy.</p><p></p><p>For the merchant, this means that even though the world is rich in resources to plunder, it's not worth trading for, because it's basically counterfeit money. For the PCs, it means that if they don't find some way to fix their world, they're going to dissolve into nothingness.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2942207, member: 63"] I plan to start a new campaign in a month or so. The party will start out all as members of the same town, having grown up together. Indeed, the first session will involve them roleplaying their youth, interacting with townsfolk, picking their abilities, classes, feats, and skills, and forming a bond to the setting. My plan is that the players should feel invested in the setting, so I need a nice, fleshed-out town, with lots of interesting characters the party can interact with. The basic world setting is an odd one, though. The world is only a few thousand years old, a blink in the cosmic scheme of things. There are a lot of portals to other planes, and the whole world is slightly in flux, still going through its growing pains, sort of the same way the PCs will be at first. So there isn't a huge established network of countries or trade. The town should be fairly self-sufficient, though it has occasional contact with the outside world. Tech level should be vaguely Bronze Age, and no one should have more than 5 class levels. On the other hand, because of the ease of traveling to other planes, all manner of creatures could be inhabitants of the city, even if they have a high ECL. I want to go for a feel somewhat akin to the 2nd edition Planescape, where there were all manner of powerful entities, and the world was vast, but extreme conflict was rare, and every place had an air of mystery. Care to help me with ideas for the town? We can all collaborate on some ideas. Unsurprisingly, I haven't fully formed a vision of what the campaign will be yet, so I'm open to inspiration. [b]Ideas I've Had[/b] Some of the PCs actually have parents, some were simply found and taken in as children of the town. I want a character, Uncle Artep, who is sort of the town 'old coot.' He's fascinated with travel, exploration, and maps, and hopefully he'll incite in the party an interest in adventuring and exploring. Artep will be a bit of a jack of all trades, like a bard, except that he tells stories instead of sings. I want there to be places near the town that would be interesting sites for adventures for 1st level characters. I also need people who can expose the characters to different skill sets as they're growing up, like hunters, brawlers, blacksmiths, mages, and so on. I would like some ideas for 'mini-games' to run the PCs through to show them growing up. I have no idea what religion would be like in this setting, but the phrase that keeps tumbling through my head is out of Genesis. "There were giants in the earth in those days." The world has not yet settled down, so mighty creatures still roam the world, threats to the dominance of humanity that might need to be destroyed or allied with. I'm toying with the idea that there is no night. It's always bright, because the world floats in a primordial starscape that glows constantly, something like a nebula. I kinda want the party to be the ones who have to construct the planar cosmology of the world -- there's no sun because there is no 'plane of fire' that is linked to this world's material plane, and so on. [b]Adventure:[/b] The first major adventure idea I have is that a strange traveler comes to the town, asking for help to get at some ore nearby the town. The PCs' town doesn't really have a monetary system, so they go out of curiosity or in exchange for a favor. They fight some critters, help this guy get gold/adamantine/whatever, and then travel with him through a portal to some Planescape locale (probably [i]not[/i] Sigil, since I'd like to save that for later). They accompany the guy as he tries to trade the ore for magic items, only to discover that no merchant will accept it. The reason? Well, they discover that their plane is transient. It hasn't settled, and the latent aura coming off anything associated with the world makes it clear that some time relatively soon the world will decay back into primordial energy. For the merchant, this means that even though the world is rich in resources to plunder, it's not worth trading for, because it's basically counterfeit money. For the PCs, it means that if they don't find some way to fix their world, they're going to dissolve into nothingness. [/QUOTE]
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