Herobizkit
Adventurer
How about a New World type campaign?
PC's are deposited on the shore of a new territory, unexplored and untouched by their common people. All PC's must start Human, new races are "added" as they are discovered. PC's must prospect, mine, forage, or conjure materials to protect their colonists.
Once there's enough people to establish a base town, settlers move out and we now have...
An "Old West" style game.
The frontier town is doing well, but the native races aren't happy with their presence. Combine that with a push for new resources, and a relatively lawless society, and you have yourself a real humdinger of a sit-chee-ay-tion.
Or... how about a Western turned Eastern, as in, Journey to the West, but told in a more traditional (standard D&D) fantasy style? The players are asked to escort an immortal (?), who is more trouble than s/he's worth, on a pilgrimage to the other side of the continent. This fits the caravan idea nicely, and the other players can be assumed to be guarding the caravan "off-screen" while the heroes deal with issues.
Also, steal liberally from the Seven Samurai.
Now, take all that, and add water. Archipelagos. Islands as far as the eye can see (just like the Caribbean). Now you're playing a Western/Eastern/Sinbad-the-sailor adventure.
And I'm spent.
PC's are deposited on the shore of a new territory, unexplored and untouched by their common people. All PC's must start Human, new races are "added" as they are discovered. PC's must prospect, mine, forage, or conjure materials to protect their colonists.
Once there's enough people to establish a base town, settlers move out and we now have...
An "Old West" style game.
The frontier town is doing well, but the native races aren't happy with their presence. Combine that with a push for new resources, and a relatively lawless society, and you have yourself a real humdinger of a sit-chee-ay-tion.
Or... how about a Western turned Eastern, as in, Journey to the West, but told in a more traditional (standard D&D) fantasy style? The players are asked to escort an immortal (?), who is more trouble than s/he's worth, on a pilgrimage to the other side of the continent. This fits the caravan idea nicely, and the other players can be assumed to be guarding the caravan "off-screen" while the heroes deal with issues.
Also, steal liberally from the Seven Samurai.
Now, take all that, and add water. Archipelagos. Islands as far as the eye can see (just like the Caribbean). Now you're playing a Western/Eastern/Sinbad-the-sailor adventure.
And I'm spent.