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How Does This Campaign Setting Sit With You?
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<blockquote data-quote="Blue" data-source="post: 8171811" data-attributes="member: 20564"><p>One of my (many) setting ideas that I haven't gotten to run has a number of similarities, but also flips the servant issue into a hero issue which may be a lot more palatable to the players and the characters. I've cut and pasted from my personal campaign ideas document, but the general gist is that while all of the PCs are refuges or descended from them, so is everyone else and where they live isn't self-sufficient - but it's still better than the places they can go. With so few resources to send people out, being picked is an honor that is fiercely competed for.</p><p></p><p>It still has the majority of what you bring back being taken away, but in a heroic sacrifice way to keep everyone else alive, not in a you-have-debt way.</p><p></p><h2>The Tower With Five Walls</h2><p>Basically there is an interdimensional haven called The Tower with Five Walls. It's a huge non-euclidian "tower" not made to human - or any consistent - scale. The room have five walls, each with a 90 degree corner. It goes down further than is currently occupied, but the top is known. It's a post-apocalyptic sanctuary with window portal that open with bizarre logic and timings to various dimensions under siege, and is populated by the people who have escaped into it. While there is jockeying for limited resources, escape has brought disparate people together and they know how to add more. But it is not self-sufficient by any means, and as windows open there are needs for people to go to these various troubled dimensions to bring back necessities. Some windows open regularly, others never have. The catechisms speak of when a window will open on a world not in trouble, but that never happens. Some wonder what draws the tower to such places, while others think the tower may be the cause itself.</p><p></p><p>Much of this would be explorations of various dimensions, time limited before the window closes. These would be a few that would be opened to fairly regularly that the people can cultivate plants, others would be rarer or occasionally new.</p><p></p><p>Each world has something. Perhaps one is overrun by spawning undead, another a playground of demons, a third something has killed everything but the beasts while another has once-recognizable who are now abominations.</p><p></p><p>There's a lot of prestige to go through a window, it's the most dangerous thing you can do and the only way to get some resources. But you know if you miss it it might be a while before it opens again, and if you bring trouble to the window it might get into the tower.</p><p></p><p>Depending on the players goals could go towards eventually exploring down the tower itself to figure out how to "pilot" it's windows to get to someplace safe, which would probably end up meeting the creators or their inheritors. Alternately it could involve cataloging the various dimensions until they figure out one where they can carve out a niche and recolonize it. Can include various factions within the Tower that can "sponsor" a character or the character can align with if I want to add that intrigue part.</p></blockquote><p></p>
[QUOTE="Blue, post: 8171811, member: 20564"] One of my (many) setting ideas that I haven't gotten to run has a number of similarities, but also flips the servant issue into a hero issue which may be a lot more palatable to the players and the characters. I've cut and pasted from my personal campaign ideas document, but the general gist is that while all of the PCs are refuges or descended from them, so is everyone else and where they live isn't self-sufficient - but it's still better than the places they can go. With so few resources to send people out, being picked is an honor that is fiercely competed for. It still has the majority of what you bring back being taken away, but in a heroic sacrifice way to keep everyone else alive, not in a you-have-debt way. [HEADING=1]The Tower With Five Walls[/HEADING] Basically there is an interdimensional haven called The Tower with Five Walls. It's a huge non-euclidian "tower" not made to human - or any consistent - scale. The room have five walls, each with a 90 degree corner. It goes down further than is currently occupied, but the top is known. It's a post-apocalyptic sanctuary with window portal that open with bizarre logic and timings to various dimensions under siege, and is populated by the people who have escaped into it. While there is jockeying for limited resources, escape has brought disparate people together and they know how to add more. But it is not self-sufficient by any means, and as windows open there are needs for people to go to these various troubled dimensions to bring back necessities. Some windows open regularly, others never have. The catechisms speak of when a window will open on a world not in trouble, but that never happens. Some wonder what draws the tower to such places, while others think the tower may be the cause itself. Much of this would be explorations of various dimensions, time limited before the window closes. These would be a few that would be opened to fairly regularly that the people can cultivate plants, others would be rarer or occasionally new. Each world has something. Perhaps one is overrun by spawning undead, another a playground of demons, a third something has killed everything but the beasts while another has once-recognizable who are now abominations. There's a lot of prestige to go through a window, it's the most dangerous thing you can do and the only way to get some resources. But you know if you miss it it might be a while before it opens again, and if you bring trouble to the window it might get into the tower. Depending on the players goals could go towards eventually exploring down the tower itself to figure out how to "pilot" it's windows to get to someplace safe, which would probably end up meeting the creators or their inheritors. Alternately it could involve cataloging the various dimensions until they figure out one where they can carve out a niche and recolonize it. Can include various factions within the Tower that can "sponsor" a character or the character can align with if I want to add that intrigue part. [/QUOTE]
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