"original" campaign worlds?

Well, I'm fairly sure that Tolkein's stuff, unlike mine, doesn't include knights wearing super-heavy steam-powered armour suits, bioathaumaturgist wizards playing with arcane genetic engineering, thaumineer wizards mixing magic and machinery, or gnoll tribes defending nature... that's just a few of the non-standard elements of my campaign :D
 

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I'd make an analogy to music -- the cliche being "There's only four chords in music" with the implication being that it's all about the order, the rhythm, and the melody.

You know how many different songs you can play using just E, G, C, D?

And how many campaign settings can you create using Dungeons, Dragons, Elves, and Magic?

Many, on both counts.
 

Sorry but are playing a theme based game, it is D&D. What you will find is worlds created around that theme, just like you find world created to the theme of the wild west or space adventures. You would have to change the theme to find true original campaigns basing the game on a different set of parameters.
 

I don't know how "original" this qualifies for as we still use the D&D monster manual but our previous campaign was pretty "different" in style than most others.

Namea was world that had long been divided up by the powerful monster races - the beholders, the ogre magi, the giants, the illithids, undead nations and several others. Most of the PC races have been hunted to near extinction with the exception of the ever-adaptable humans (and a few others). They had learned how to play the middle ground between the powerful races, a harmless neutral 3rd party if you will. Secret organizations played a dangerous game slowly trying to undermine the ruling races, playing one against the other, while secretly lending aid to the beleaguered races trying to escape extinction.

Dragons have nearly been wiped out as a species, they simply couldn't reproduce fast enough to replenish their losses. The few that survive lend their considerable intellects towards aiding the human's cause, even if evil (survival over all).


Cheers,

A'koss.
 

Well my world takes a severe departure from D&D in that there are gods everywhere. Every city, every forest, and every river has its own god and people are more about honoring all gods than worshipping any one in paricular (save for priests of that god).
I take more inspiration from the works of J. Gregory Keyes than those of Tolkien.


Psionics are also rather prevelant with all that that means.

The only nonhuman race that can really be called traditional in my setting is the dwarves. Every other race (if they are used at all) has unique characteristics that set it apart from its core D&D counterpart.

As it stands the region I am running now really has only dwarves, humans, and the planetouched as PC races. I suppose if someone really wanted to I would let them play a gray orc (native of the volcanic Ash Wastes).
 


Well, I came back to D&D because I wanted to work within the narrowest, most archetypal fantasy genre. For years, I did very strange, unique worlds that pushed the margins of the genre; one day, I decided it would be an exciting challenge to try to be creative within the genre at its most narrowly-defined. It's kind of like writing a sonnet, or an episode of the A-Team (remember, at 42 minutes past the hour, the team must be building something) -- sometimes it is enjoyable and interesting to produce something when you have all of these confining requirements placed on you. I've found it a bit of a challenge to design plots within the confines of the circumscribed list of spells, nine alignments, carefully described monsters, etc. It brings out a different kind of creativity.

That said, I've done a number of campaigns worlds pretty far off the beaten path. For example, I did a game set in North America in 1247 based on Mormon mythology, Celtic mythology, apocryphal and factural stories of pre-Columbian contact and actual aboriginal histories and oral traditions. One centrepiece scene I never got to do was the Map Room of the Western Northwoods Empire in Saskatoon, where there is a continuous evolving song describing all the locations in the empire, constantly being updated by different people arriving in the capital with their own stories of travel within the empire.

Another game I did was set in a land called Albion, the White Land, based entirely on William Blake's myth and symbol system which was actually set in the far future in a collapsing artificial lunar colony.

Unfortunately, D&D is ill-suited for such worlds; one ends up having to rewrite so many of the rules that you might just as well design a simple set of custom rules instead.
 

I have dragons, dungeons and elves. I don't think my homebrew taste like the Middle Earth or like the Realms, however.

It's harsher. Less manicheist -- there are some people or organizations that are utter bastards, but most are a mixed bag, and very few are real do-gooders. Another difference is that mythic creatures like dragons and sphinxs are more active. In the Realms or in the Middle Earth, a dragon just sits on his treasure and waits for adventurers to kill him (although the Wyrms of the North column try to change this aspect a bit). IMC, you may discover that the mayor of a little village is a dragonne, that a thane is an ogre-mage, that the leader of the Elder Council is a dragon, while the local archidruid is a gynosphinx. You don't necessarily see such creatures everyday, but they are there, and they are frequently active rather than isolated.
 

Well... this may be giving away a little, but one of the adventures in my campaign involved the players working for a red dragon, investigating shipping problems in 'his' town. The investigation led them to a village of mercenary elven barbarians, an overall typical mode for elves in my world. Did I mention this was set in Sicily? The elves were Norse. Oh, and in ten character levels the PCs have never fought an orc or killed a gnoll, despite meeting dozens of them. There's another twist that makes the world even less typical, but I won't reveal that one just yet.
 

Wow – this topic has moved on hugely in the last few days – thanks for all the responses!

Let me throw out a few comments on some of the points/ideas raised.

JES – I think we’ve reached some kind of agreement. I think what had particularly discouraged me was that a lot of homemade campaign world seem to “lead” on the elf/dragon issue rather than on whatever unique theme. Maybe they just need to re-market themselves!

Those who’ve posted links – I’ll be taking a look – thanks. Naturally I’m fishing for ideas.

Tuerny – Gods everywhere? I like that! I welcome more info or a link on your campaign, if you have one.

fusangite – sounds like an interesting mix! But as your setting is 1247, which is pre-Joseph Smith and post Moroni, what are you taking from Mormonism?
 

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