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Looking for advice on my homebrew campaign setting
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<blockquote data-quote="Rechan" data-source="post: 4329956" data-attributes="member: 54846"><p>How did you come up with adventures for The Realms? Surely not every one of them was published. Take what you like about Forgotten Realms, and drag it into this game, but twist it enough so that it doesn't seem familiar to your Realms players. </p><p></p><p>One thing that lept out at me is, if cities have not had any contact (even via magic) with one another... you have a <em>lot</em> of potential: </p><p></p><p>The whole world could have changed outside of the City's area, and they <em>wouldn't know</em>. Imagine being the first people to venture beyond The City Limits (so to speak), and discovering that the world is not as it used to be. <em>Why?</em> <em>How?</em> There could be planes of glass, lands rent asunder, chaotic magical storms that never cease that rage across the land, and even more fantastic and frightening things. </p><p></p><p>Take the above, but turn it on its head. The world hasn't changed, but Three Rivers has: the entire city must be evacuated. In a Points of Light setting, that means "holy crap, where do we go? How do we get across this dangerous world to that place?" You could build up to this; the rivers dry up. This takes adventurers to find the source of the problem. The farmlands spoil. A volcano, straight from the Elemental chaos, bubbles up. Eventually, Three Rivers falls. The PCs, having spent all this time defending it, might now be emotionally invested in the people, to find them a better place. </p><p></p><p>Something is happening with the Planes; the Feywild, or the Shadowfell, opens up an overlap with Three Rivers. Or, some area just outside of The City Limits is a big overlap to the Feywild or the Shadowfell. Here is a great opportunity to send your PCs into one of these planes to negotiate a treaty/deal with whatever Big Honcho is around, so that Three Rivers can co-exist without planar encursions. </p><p></p><p>Or hey, here's a simple one: The Barbarians Outside (or any other humanoid race)? They've all been massing up. Apparently the tribes have been united by One Big Bad Dude, who has drawn them back to help him build his empire of the wilds. And when the cities open their doors, the barbarian king decides to go on a march against the cities, who are too isolated, and not communicating enough, begin to march. </p><p></p><p>Or: the PCs are the first to venture out into the world, to visit other cities, and see what has changed for the centuries. They could be explorers, bodyguards to merchants or scholars, they could be miners or landscapers, seeking new resources to expand Three Rivers. This requires them to explore things, bring back word. It might mean that they have to travel to other cities, exploring those Foreign cultures. </p><p></p><p>My mind buzzes with the possibility of other cities. Ones that are worse off, falling into cannibalism, decay, tyranny, religious fanaticism, plague, ignorance or imbreeding, and so on. </p><p></p><p>Now, the trick is: pick any few of these, and figure a way to link them. Or drop hints on how they're linked. Don't do it before hand, but afterwards, drop the bomb that 'Yes! The Lord and the Dragon <em>were in league together<em> despite the fact the Lord and the Dragon adventures were three levels apart!" </em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>1) Give the PCs some NPCs or a place that they care about a lot. If the PCs are bodyguards to a scholar or a merchant, and through one leg of the campaign, they're always interacting with this guy and his daughter, then you threaten the guy and the daughter, and the PCs will care. </em></em></p><p><em><em></em></em></p><p><em><em>2) Only flesh out the immediate area the PCs are in. Create a vague sketch of everything outside of that area. Then say, "Pick a direction", and flesh that out a few steps ahead of the PCs. Because if you try to flesh out your entire world, the players will still likely only see 20% of it. Don't burn out creating things no one will ever see.</em></em></p><p><em><em></em></em></p><p><em><em>3) 4e just came out, WotC has only put out one adventure, and all other companies cannot put out a 4e adventure until October 1st (because of licensing issues). If you need an adventure RIGHT NOW, then convert some 3e stuff.</em></em></p></blockquote><p></p>
[QUOTE="Rechan, post: 4329956, member: 54846"] How did you come up with adventures for The Realms? Surely not every one of them was published. Take what you like about Forgotten Realms, and drag it into this game, but twist it enough so that it doesn't seem familiar to your Realms players. One thing that lept out at me is, if cities have not had any contact (even via magic) with one another... you have a [i]lot[/i] of potential: The whole world could have changed outside of the City's area, and they [i]wouldn't know[/i]. Imagine being the first people to venture beyond The City Limits (so to speak), and discovering that the world is not as it used to be. [i]Why?[/i] [i]How?[/i] There could be planes of glass, lands rent asunder, chaotic magical storms that never cease that rage across the land, and even more fantastic and frightening things. Take the above, but turn it on its head. The world hasn't changed, but Three Rivers has: the entire city must be evacuated. In a Points of Light setting, that means "holy crap, where do we go? How do we get across this dangerous world to that place?" You could build up to this; the rivers dry up. This takes adventurers to find the source of the problem. The farmlands spoil. A volcano, straight from the Elemental chaos, bubbles up. Eventually, Three Rivers falls. The PCs, having spent all this time defending it, might now be emotionally invested in the people, to find them a better place. Something is happening with the Planes; the Feywild, or the Shadowfell, opens up an overlap with Three Rivers. Or, some area just outside of The City Limits is a big overlap to the Feywild or the Shadowfell. Here is a great opportunity to send your PCs into one of these planes to negotiate a treaty/deal with whatever Big Honcho is around, so that Three Rivers can co-exist without planar encursions. Or hey, here's a simple one: The Barbarians Outside (or any other humanoid race)? They've all been massing up. Apparently the tribes have been united by One Big Bad Dude, who has drawn them back to help him build his empire of the wilds. And when the cities open their doors, the barbarian king decides to go on a march against the cities, who are too isolated, and not communicating enough, begin to march. Or: the PCs are the first to venture out into the world, to visit other cities, and see what has changed for the centuries. They could be explorers, bodyguards to merchants or scholars, they could be miners or landscapers, seeking new resources to expand Three Rivers. This requires them to explore things, bring back word. It might mean that they have to travel to other cities, exploring those Foreign cultures. My mind buzzes with the possibility of other cities. Ones that are worse off, falling into cannibalism, decay, tyranny, religious fanaticism, plague, ignorance or imbreeding, and so on. Now, the trick is: pick any few of these, and figure a way to link them. Or drop hints on how they're linked. Don't do it before hand, but afterwards, drop the bomb that 'Yes! The Lord and the Dragon [i]were in league together[i] despite the fact the Lord and the Dragon adventures were three levels apart!" 1) Give the PCs some NPCs or a place that they care about a lot. If the PCs are bodyguards to a scholar or a merchant, and through one leg of the campaign, they're always interacting with this guy and his daughter, then you threaten the guy and the daughter, and the PCs will care. 2) Only flesh out the immediate area the PCs are in. Create a vague sketch of everything outside of that area. Then say, "Pick a direction", and flesh that out a few steps ahead of the PCs. Because if you try to flesh out your entire world, the players will still likely only see 20% of it. Don't burn out creating things no one will ever see. 3) 4e just came out, WotC has only put out one adventure, and all other companies cannot put out a 4e adventure until October 1st (because of licensing issues). If you need an adventure RIGHT NOW, then convert some 3e stuff.[/i][/i] [/QUOTE]
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