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How would you finish Jeff Grubb's unpublished TSR setting - Storm Front?
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<blockquote data-quote="Grantypants" data-source="post: 8248801" data-attributes="member: 6917406"><p><a href="https://grubbstreet.blogspot.com/2015/03/riding-storm-out.html" target="_blank">As originally pitched</a>, the world is like this now because the gods of the sea were somehow imprisoned by mortals, but then they broke out and took their revenge. Instead of flooding the world with water and killing everyone, they turned the seawater into the thick, enchanted clouds that cover the world. Presumably, those gods are still down there somewhere, though if they were the gods of the sea and the seas changed wildly, the gods probably changed wildly too. </p><p></p><p></p><p>Absolutely! Anything that already has flying ships in it could probably be dropped straight in. On the other hand, having large fancy flying boats might clash with the overall look of everything as scavenged and repurposed. I guess it depends on when you want to set the adventure. If you set it only a few years after the clouds rolled in, people are still rebuilding and most of the stuff they've got would be things they were able to scavenge from under the clouds. The gameplay focus is probably more about scavenging food and tools for immediate survival, maybe also rescuing people still under the clouds. But if instead it's a generation or more afterwards, the survivors will have had time to build things on their own, so you might reasonably have a new ship that was only ever meant to sail on clouds. The gameplay focus there is probably closer to your typical D&D world, where the settlements are relatively stable and the party is exploring and searching for treasure. </p><p></p><p></p><p>Maybe the world was basically our real world before the clouds rolled in and all the people were human, until some of them got partially mutated through exposure to the cloud vapor or something. The mutation doesn't necessarily make them evil monsters or anything, though sometimes it does. You could take some inspiration from <em>Gamma World</em> and have lots of especially weird mutations for the PCs. Some of these mutations could mess with player expectations kind of like <em>Dark Sun</em> did by making some traditional PC races into monsters and monsters into PCs. </p><p></p><p></p><p>Magic as a new discovery isn't really something you see very often. Usually arcane magic is treated as an ancient art form often requiring years of study, but treating magic as a new thing that people are just figuring out could make this setting stand apart. How does that look in practice? Wizards might be defined more like scientists and investigators trying to figure out how and why things work the way they do now. Divine magic might be connected to the cause of the clouds rolling in, so there's a built-in conflict between users of divine magic and people who would blame them for the clouds. </p><p></p><p></p><p>Yes Yes Yes, this! The hope aspect might be the most important thing. Post-apocalyptic settings are generally super bleak, but that's been done to death by now. Do something different, and make this setting about protecting and improving the community of survivors. People who want to play in a gritty, grimdark world already can. This is meant to be something else.</p></blockquote><p></p>
[QUOTE="Grantypants, post: 8248801, member: 6917406"] [URL='https://grubbstreet.blogspot.com/2015/03/riding-storm-out.html']As originally pitched[/URL], the world is like this now because the gods of the sea were somehow imprisoned by mortals, but then they broke out and took their revenge. Instead of flooding the world with water and killing everyone, they turned the seawater into the thick, enchanted clouds that cover the world. Presumably, those gods are still down there somewhere, though if they were the gods of the sea and the seas changed wildly, the gods probably changed wildly too. Absolutely! Anything that already has flying ships in it could probably be dropped straight in. On the other hand, having large fancy flying boats might clash with the overall look of everything as scavenged and repurposed. I guess it depends on when you want to set the adventure. If you set it only a few years after the clouds rolled in, people are still rebuilding and most of the stuff they've got would be things they were able to scavenge from under the clouds. The gameplay focus is probably more about scavenging food and tools for immediate survival, maybe also rescuing people still under the clouds. But if instead it's a generation or more afterwards, the survivors will have had time to build things on their own, so you might reasonably have a new ship that was only ever meant to sail on clouds. The gameplay focus there is probably closer to your typical D&D world, where the settlements are relatively stable and the party is exploring and searching for treasure. Maybe the world was basically our real world before the clouds rolled in and all the people were human, until some of them got partially mutated through exposure to the cloud vapor or something. The mutation doesn't necessarily make them evil monsters or anything, though sometimes it does. You could take some inspiration from [I]Gamma World[/I] and have lots of especially weird mutations for the PCs. Some of these mutations could mess with player expectations kind of like [I]Dark Sun[/I] did by making some traditional PC races into monsters and monsters into PCs. Magic as a new discovery isn't really something you see very often. Usually arcane magic is treated as an ancient art form often requiring years of study, but treating magic as a new thing that people are just figuring out could make this setting stand apart. How does that look in practice? Wizards might be defined more like scientists and investigators trying to figure out how and why things work the way they do now. Divine magic might be connected to the cause of the clouds rolling in, so there's a built-in conflict between users of divine magic and people who would blame them for the clouds. Yes Yes Yes, this! The hope aspect might be the most important thing. Post-apocalyptic settings are generally super bleak, but that's been done to death by now. Do something different, and make this setting about protecting and improving the community of survivors. People who want to play in a gritty, grimdark world already can. This is meant to be something else. [/QUOTE]
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