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General Tabletop Discussion
*Dungeons & Dragons
One Homebrew Campaign World, Multiple Campaigns?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8184677" data-attributes="member: 4881"><p>I started a homebrew setting when 5e launched and ran a 4ish year campaign. At the end of that campaign some things happened/didn't happen based on the players actions that shaped the current timeline.</p><p></p><p>1. One human duchy turned into a Theocracy of Tempus and took over the other duchys and deposed the king.</p><p>2. The PC elven wizard/cleric was promoted to godhood to replace an insane elven diety of dreams.</p><p>3. An attempted coup by a high level devil to overthrow Asmodeus was thwarted.</p><p>4. The elvish capitol was magically "nuked".</p><p>5. The dwarves have put out a standing bounty trying to retrieve all the warforged they created...against their will.</p><p></p><p>This set up "Part II" of the campaign which takes place roughly 20 years after the end of the first one. I began running this right before the Year of Covid made us stop playing. Some of the new plot points they players are working on include....</p><p>1. Why a circus performing flumph named Jimmy freaked out when some clerics of the new elven god got near them.</p><p>2. Joining an army building up to retake the ancestral homes of one of the dukes invaded by the Tempus armies.</p><p>3. Fixing the broken areas of the weave caused by the various "nukes".</p><p>4. Other things not tied to the original campaign.</p><p></p><p>I don't necessarily plan to only run games in this world, but if the players put in enough roots and want to revisit it, it will probably become my default world that I keep building on. This is kind of a shame because i'm a sucker for interesting campaign concepts that aren't necessarily going to work there.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8184677, member: 4881"] I started a homebrew setting when 5e launched and ran a 4ish year campaign. At the end of that campaign some things happened/didn't happen based on the players actions that shaped the current timeline. 1. One human duchy turned into a Theocracy of Tempus and took over the other duchys and deposed the king. 2. The PC elven wizard/cleric was promoted to godhood to replace an insane elven diety of dreams. 3. An attempted coup by a high level devil to overthrow Asmodeus was thwarted. 4. The elvish capitol was magically "nuked". 5. The dwarves have put out a standing bounty trying to retrieve all the warforged they created...against their will. This set up "Part II" of the campaign which takes place roughly 20 years after the end of the first one. I began running this right before the Year of Covid made us stop playing. Some of the new plot points they players are working on include.... 1. Why a circus performing flumph named Jimmy freaked out when some clerics of the new elven god got near them. 2. Joining an army building up to retake the ancestral homes of one of the dukes invaded by the Tempus armies. 3. Fixing the broken areas of the weave caused by the various "nukes". 4. Other things not tied to the original campaign. I don't necessarily plan to only run games in this world, but if the players put in enough roots and want to revisit it, it will probably become my default world that I keep building on. This is kind of a shame because i'm a sucker for interesting campaign concepts that aren't necessarily going to work there. [/QUOTE]
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