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<blockquote data-quote="Jester David" data-source="post: 7149428" data-attributes="member: 37579"><p>I was just thinking about starting a thread called "Storyline Adventures WotC Would do if They had the Balls"</p><p></p><p>There was already some recent speculation of what is next. I said:</p><p></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>That above is what I expect (at least for 2018. 2019 is far more speculative). Because <em>Slave Lords</em>, <em>Undermountain</em>, and <em>Desert of Desolation</em> are "safe". Like Strahd, dragons, giants, demons, and dinosaurs & Acererak. </em></em></p><p><em><em>They're not making up whole new things and ideas, like TSR did in the '70s or '80s. Or trying all kinds of big experimental and varied adventures like TSR did in the '90s.</em></em></p><p><em><em></em></em></p><p><em><em>I'd love to see some wholly new stuff. Brand new ideas unlike anything before. </em></em></p><p><em><em></em></em></p><p><em><em><strong><em>A Shieldmeet Night's Dream</em></strong></em></em></p><p><em><em>A journey into the feywild that's a mash-up of classic Irish & Germanic faerie and folk tales. Interacting with the archfey and eladrin faerie residents. Dealing with sprites, dryads, satyrs, and pixes. Encountering Seelie and Unseelie fey courts. Facing the fomorians and their minions. Maybe bring back the 4e cyclopses as variants. </em></em></p><p><em><em>Viewing this as similar to <em>Out of the Abyss</em> where the party just gets pulled into the feywild by accident and has to find a way back to the mortal world, only to get caught up in local politics and problems. They might find themselves enchanted by archfey, hired as outside agents, or indebted to powerful beings who expect repayment. </em></em></p><p><em><em>Faerie and the Feywild are such a recent addition to D&D but a big, obvious gap and it's an easy way of making a modern classic. </em></em></p><p><em><em></em></em></p><p><em><em><strong><em>The Pride of Genies</em></strong></em></em></p><p><em><em>The genie adventure. Maybe in Al-Qadim. Maybe not.</em></em></p><p><em><em>The four types of genie (dao, efreet, djinn, and madrin) are at odds, launching border conflicts that threaten to escalate into war. They build their forces through constriction, snatching up people from the mortal world to use as infantry. Lots of genies and elemental beings leading to a journey into the Elemental Chaos with a huge centerpiece in the City of Brass. A grand tour of what's arguably the first or second most famous city in D&D lore. </em></em></p><p><em><em>The opposite of <em>Elemental Evil</em> as it's mortals in the elemental's world rather than the reverse. And, again, the City of Brass has been criminally underused for something that was on one of the most iconic covers in D&D history.</em></em></p><p><em><em></em></em></p><p><em><em><strong><em>Against the Horde</em></strong></em></em></p><p><em><em>The players gain ownership of a small mountain keep that they have to repair. They have clear out the ruins of monsters, hire various NPCs to staff their keep, and gather the resources to repair the keep. Then, as local lords, they're responsible for helping the surrounding commoners with their problems. These can be small, personal issues or monstrous drama. </em></em></p><p><em><em>Then word reaches them of a local orc chieftain somewhere in the wilds that has united several tribes of orcs into a massive warband that's a threat to the entire region. The only thing standing between the orcs and the farmers of the lowlands is the human keep in a strategic pass: the one owned by the PCs. Now they *need* to repair, gather troops, and engage in missions to hinder the orcs long enough to prepare. Allies need to be gathered and favoured called in to stand against the horde of orcs and other monstrous humanoids. </em></em></p><p><em><em></em></em></p><p><em><em>I'd love a few storylines that have a very different feel from the classical "big damn heroes" adventures of late. </em></em></p><p><em><em>Maybe one where the PCs are pirates along the Sword Coast. Take inspiration from every <em>Pirate of the Caribbean</em> movie with lots of island hopping and travel and hunting for lost treasure. </em></em></p><p><em><em>Or one where the PCs are all rogues (and rogue-ish people) in a Thieves' Guild in a city, working their way up to be crime bosses.</em></em></p></blockquote><p></p>
[QUOTE="Jester David, post: 7149428, member: 37579"] I was just thinking about starting a thread called "Storyline Adventures WotC Would do if They had the Balls" There was already some recent speculation of what is next. I said: [i][i] That above is what I expect (at least for 2018. 2019 is far more speculative). Because [i]Slave Lords[/i], [i]Undermountain[/i], and [i]Desert of Desolation[/i] are "safe". Like Strahd, dragons, giants, demons, and dinosaurs & Acererak. They're not making up whole new things and ideas, like TSR did in the '70s or '80s. Or trying all kinds of big experimental and varied adventures like TSR did in the '90s. I'd love to see some wholly new stuff. Brand new ideas unlike anything before. [b][i]A Shieldmeet Night's Dream[/i][/b] A journey into the feywild that's a mash-up of classic Irish & Germanic faerie and folk tales. Interacting with the archfey and eladrin faerie residents. Dealing with sprites, dryads, satyrs, and pixes. Encountering Seelie and Unseelie fey courts. Facing the fomorians and their minions. Maybe bring back the 4e cyclopses as variants. Viewing this as similar to [i]Out of the Abyss[/i] where the party just gets pulled into the feywild by accident and has to find a way back to the mortal world, only to get caught up in local politics and problems. They might find themselves enchanted by archfey, hired as outside agents, or indebted to powerful beings who expect repayment. Faerie and the Feywild are such a recent addition to D&D but a big, obvious gap and it's an easy way of making a modern classic. [b][i]The Pride of Genies[/i][/b] The genie adventure. Maybe in Al-Qadim. Maybe not. The four types of genie (dao, efreet, djinn, and madrin) are at odds, launching border conflicts that threaten to escalate into war. They build their forces through constriction, snatching up people from the mortal world to use as infantry. Lots of genies and elemental beings leading to a journey into the Elemental Chaos with a huge centerpiece in the City of Brass. A grand tour of what's arguably the first or second most famous city in D&D lore. The opposite of [i]Elemental Evil[/i] as it's mortals in the elemental's world rather than the reverse. And, again, the City of Brass has been criminally underused for something that was on one of the most iconic covers in D&D history. [b][i]Against the Horde[/i][/b] The players gain ownership of a small mountain keep that they have to repair. They have clear out the ruins of monsters, hire various NPCs to staff their keep, and gather the resources to repair the keep. Then, as local lords, they're responsible for helping the surrounding commoners with their problems. These can be small, personal issues or monstrous drama. Then word reaches them of a local orc chieftain somewhere in the wilds that has united several tribes of orcs into a massive warband that's a threat to the entire region. The only thing standing between the orcs and the farmers of the lowlands is the human keep in a strategic pass: the one owned by the PCs. Now they *need* to repair, gather troops, and engage in missions to hinder the orcs long enough to prepare. Allies need to be gathered and favoured called in to stand against the horde of orcs and other monstrous humanoids. I'd love a few storylines that have a very different feel from the classical "big damn heroes" adventures of late. Maybe one where the PCs are pirates along the Sword Coast. Take inspiration from every [i]Pirate of the Caribbean[/i] movie with lots of island hopping and travel and hunting for lost treasure. Or one where the PCs are all rogues (and rogue-ish people) in a Thieves' Guild in a city, working their way up to be crime bosses.[/i][/i] [/QUOTE]
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