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<blockquote data-quote="Greenfield" data-source="post: 7797567" data-attributes="member: 6669384"><p>This is a shared world. All of the cities/states etc exist on the same map, and all the adventures are supposed to be tied in to the common long term goal.</p><p></p><p>On your Gith' idea, the Githyanki are notorious for hating everyone.</p><p></p><p>But let's take a look at another approach. Do you ever read the Guilded Age webcomic? In that story line the Sky Elves live in floating cities built on clouds. They are the most powerful mages in the known world.</p><p></p><p>What isn't instantly obvious is that a city like that can't have any adjacent farm lands, rivers or roads. No steady food supply and no ready way to trade.</p><p></p><p>In these stories their Wiz' types conjure up what they need, but they know that such conjured goods and supplies aren't simply created by the magic. They're effectively stolen from somebody else, and at some point that "somebody else" is going to get pished.</p><p></p><p>Seems like that scenario, where the "bad guys" are approachable, has possibilities.</p><p></p><p>Premise a serious drought, which hurts farmers and affects food production. Add in the idea that what food there is keeps getting "conjured" away by some unknown force.</p><p></p><p>It will turn out that a lot of things go "missing" in people's lives. The odd sock, a quill pen, a small tool. In this world they're being conjured away.</p><p></p><p>Now one aspect of this type of campaign is that the person who frames the original setting doesn't necessarily know who or what is the cause of the problem, nor know the resolution. After all, they'll be players in the game too.</p><p></p><p>So each DM is free to build on the foundation laid, adding twists and complexities to the tale, and letting the PCs "discover" more about the issue or the "bad guys".</p><p></p><p>So in this tale, are the bad guys the Sky Elves? Or perhaps Cloud Giants? Maybe Storm Giants? After all, if it rains, clouds get consumed, so somebody has the potential of losing their home. The result is that, in protecting their homes, they're causing a drought down below. The conjurations, which may seem like the big problem may simply be a symptom of it. They've been going on forever, but weren't noticed until there was a shortage.</p><p></p><p>The only real change to the rules needed to drive it all is that there are few if any Conjuration(Creation) spells. The spells are there but they're now Conjuration(Summoning) type spells.</p><p></p><p>The speculation about the Sky Elves or various Giants won't be mentioned in the campaign introduction, and may actually have nothing to do with the problem. Some DM along the way might decide it's them, or the game may go in a completely different direction.</p><p></p><p>Consider, not all of the world is divided into cities and towns, farms and fields and "civilized" races. Some of the "Savage Races" are going to be having problems with the drought as well. They'll need to find food somehow, and that may cause trouble of its own. And, of course, they'll want someone to blame.</p><p></p><p>So many potential campaign issues to deal with, all from bad weather and a single, small change in the way a particular class of spells work.</p><p></p><p>Oooohhhh! This has potential. The only problem is that it overlaps somewhat with a previous campaign, one where there was smokey cloud cover over the world, which also affected crops. That may be an idea-killer, but I'll see what my group thinks.</p><p></p><p>More ideas are welcome of course. Who knows, one of you might decide to try some of these things for your campaigns.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7797567, member: 6669384"] This is a shared world. All of the cities/states etc exist on the same map, and all the adventures are supposed to be tied in to the common long term goal. On your Gith' idea, the Githyanki are notorious for hating everyone. But let's take a look at another approach. Do you ever read the Guilded Age webcomic? In that story line the Sky Elves live in floating cities built on clouds. They are the most powerful mages in the known world. What isn't instantly obvious is that a city like that can't have any adjacent farm lands, rivers or roads. No steady food supply and no ready way to trade. In these stories their Wiz' types conjure up what they need, but they know that such conjured goods and supplies aren't simply created by the magic. They're effectively stolen from somebody else, and at some point that "somebody else" is going to get pished. Seems like that scenario, where the "bad guys" are approachable, has possibilities. Premise a serious drought, which hurts farmers and affects food production. Add in the idea that what food there is keeps getting "conjured" away by some unknown force. It will turn out that a lot of things go "missing" in people's lives. The odd sock, a quill pen, a small tool. In this world they're being conjured away. Now one aspect of this type of campaign is that the person who frames the original setting doesn't necessarily know who or what is the cause of the problem, nor know the resolution. After all, they'll be players in the game too. So each DM is free to build on the foundation laid, adding twists and complexities to the tale, and letting the PCs "discover" more about the issue or the "bad guys". So in this tale, are the bad guys the Sky Elves? Or perhaps Cloud Giants? Maybe Storm Giants? After all, if it rains, clouds get consumed, so somebody has the potential of losing their home. The result is that, in protecting their homes, they're causing a drought down below. The conjurations, which may seem like the big problem may simply be a symptom of it. They've been going on forever, but weren't noticed until there was a shortage. The only real change to the rules needed to drive it all is that there are few if any Conjuration(Creation) spells. The spells are there but they're now Conjuration(Summoning) type spells. The speculation about the Sky Elves or various Giants won't be mentioned in the campaign introduction, and may actually have nothing to do with the problem. Some DM along the way might decide it's them, or the game may go in a completely different direction. Consider, not all of the world is divided into cities and towns, farms and fields and "civilized" races. Some of the "Savage Races" are going to be having problems with the drought as well. They'll need to find food somehow, and that may cause trouble of its own. And, of course, they'll want someone to blame. So many potential campaign issues to deal with, all from bad weather and a single, small change in the way a particular class of spells work. Oooohhhh! This has potential. The only problem is that it overlaps somewhat with a previous campaign, one where there was smokey cloud cover over the world, which also affected crops. That may be an idea-killer, but I'll see what my group thinks. More ideas are welcome of course. Who knows, one of you might decide to try some of these things for your campaigns. [/QUOTE]
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