Homebrew hell

Me and Josh Dyal share kitbashing approaches to campaign development.

Trying to list all the homebrew rules and combos in Barsoom would be pointless -- suffice to say there's more new than old, I reckon. But here's a sampling of some of the published sources I've used in my homebrew campaign:

Monsternomicon
Relics and Rituals
Call of Cthulhu
Oriental Adventures
Al-Qadin: Ruined Kingdoms
Hollow Earth: Azcan
Dark Sun: City by the Silt Sea
Dragon Fist
Oathbound
Living Jungle
Ravenloft: Shadow of the Knife

Barsoom is a mad, mad, mad, mad, mad, mad world.
 

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Joshua Dyal said:
Oh, wow. My campaign setting is extremely chimeric in nature.

Wow, your campaign setting looks very cool. It kinda makes mine look boring.

Have you looked at the AD&D 2E Spelljammer campaign. I know it's not d20 but it might give you some further ideas to plunder.

Also, have you read Margaret Wies' and Tracy Hickman's Death Gate Cycle of novels. This might also give you some more inspiration. These books basically present a world that, through magic catastrophe, has been sundered into 4 parts. Each part based around an element: Fire, Air, Earth, Water.

The Air world is similar to your campaign. It is islands of rock floating in the air with ships racing around inbetween.
 

dead said:
Wow, your campaign setting looks very cool. It kinda makes mine look boring.
Thanks! I've been meaning to write up a story hour of our last three sessions, but I really should finish my Dark*Matter story hour first...
dead said:
Have you looked at the AD&D 2E Spelljammer campaign. I know it's not d20 but it might give you some further ideas to plunder.
Actually, one of my players is Troy Gomm who ran that Spelljammer conversion site for a long time after 3e was released. So yeah, I know a thing or two about it! :)
dead said:
Also, have you read Margaret Wies' and Tracy Hickman's Death Gate Cycle of novels. This might also give you some more inspiration. These books basically present a world that, through magic catastrophe, has been sundered into 4 parts. Each part based around an element: Fire, Air, Earth, Water.

The Air world is similar to your campaign. It is islands of rock floating in the air with ships racing around inbetween.
I have read the first two of those books, and the first one was an inspiration for that campaign setting. Although I already had the idea from somewhere else when I had read that.
 

Let's see:

  • Using some of the new core classes from the "Complete" books (like the swashbuckler), though I'm a bit wishy-washy on whether or not I want to use the OA version of classes like samurai & shugenja instead of the more set-in-stone varieties used in the "Complete" books.
  • Adding the classes, and 1 or 2 races (such as the githzerai), from Expanded Psionic Handbook, and basing a major plot element around the blue goblins (and thier effect on goblinkind).
  • Thinking of adding the warforged from Eberron into the game, though as a rarely seen/encountered element (or, perhaps, as the result of storing/reincarnating someone's life energy into a construct rather than into another biological life form).
  • Adding some races from Oriental Adventures, like the vanara, nezumi, hengeyokai, and spirit folk.
  • My world map is the continental Map of Mystery (by C. West) from an earlier issue of Dungeon magazine.
  • Including the use of Contacts and Reputation points from Unearthed Arcana, as well as reducing level adjustments, and traits & flaws. I'm also considering replacing some of the core PHB races with an environmentally-baseed variant from UA.
  • Using the UA variant paladins (the CG, LE, & CE versions): LG paladins are "paladins"; CG paladins are "avengers"; LE paladins are "blackguards"; and CE paladins are "ravagers." I've dropped the Blackguard PrC due to this.
  • Some homebrew races (the results of a past war).
  • Gnomes: changed from a distant cousin race to dwarves into the end result of a mix of dwarves & halflings (with a bit of fey heritage).

That's just some of the stuff I'm using so far for one campaign. I'm using the generic character classes from UA in another, so that's opened up the door for much more homebrew work (new/reworked PC races, reworked NPC classes, new PrCs, modifiying the magic system, restatting some monsters, etc.).
 

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