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<blockquote data-quote="Grainger" data-source="post: 6404571" data-attributes="member: 6779234"><p>Here's a few ideas. I'm sure most of them have been done before, but whether that's true or not, I hope some of them are useful.</p><p></p><p> </p><ul> <li data-xf-list-type="ul">There are a few pockets of civilisation, separated by many miles of desolate lands. These pockets are protected by magical "bubbles", wherein plants can grow, but every so often twisted creatures from outside break in. Some of the pockets might have portals set up to allow travel to the other cities, but sometimes it's necessary to make an epic trek across the badlands, perhaps to get vital supplies.</li> <li data-xf-list-type="ul">The entire campaign is set in one 30 (or 10) mile hex - in this hex, there is a town, and outlying villages, some hills, and some woodland. (a 10 mile hex has 86 square miles within it, so there's a lot to play with).</li> <li data-xf-list-type="ul">The PCs start in a town which is located in a great rift (canyon). The rift has various caves in its walls, and also cracks the PCs can descend. No-one has ever left the rift, so they do not know what it is like outside.</li> <li data-xf-list-type="ul">The PCs have been commissioned by a ruler to set off in a ship and find trade opportunities in a new continent ("new" means no-one from their continent has been there).</li> <li data-xf-list-type="ul">An entire campaign set in a King's castle, with court intrigue, tunnels under the castle, secret passages, etc. Later scenarios could involve defending the castle from enemies, investigating a murder at court, thwarting (or aiding) a plot to kill the King, etc.</li> <li data-xf-list-type="ul">The world is entirely flat, and the sea pours over into the void (or whatever you decide is there). Perhaps there is another "world" on the reverse side of the disc.</li> <li data-xf-list-type="ul">Arcane magic is illegal (perhaps viewed as demonic), and squads of "Wizard finders" roam the land, rooting out Sorcerers, Wizards and Warlocks and putting them up in sham trials. The PCs could make up one of these squads, oppose the practice, or be neutral (but have to play it safe if any of them are arcane casters).</li> <li data-xf-list-type="ul">A world in which Druidic philosophies prevail, and other outlooks are in the minority.</li> <li data-xf-list-type="ul">A massive, devastating war is ongoing, between the nation the PCs live in, and another nation (perhaps it is "good" vs "evil", perhaps it is Elves vs Dwarves, perhaps it is Humans vs... er, Halflings). This can just be background (war economy, scarcity) or the PCs can gradually try to effect the war (helping one side or the other, or trying to bring about a peace). Perhaps the war has clear-cut "bad guys", or perhaps it's six of one and half a dozen of the other. Perhaps they PCs find that they are on the wrong side...</li> <li data-xf-list-type="ul">The game-world is set on a planet that has been shattered by a planetary impact (or massive fell sorcery), and is now a series of large asteroids. You could have portals or small vessels to travel between them. "Life support" is maintained by magic bubbles around the larger asteroids.</li> <li data-xf-list-type="ul">An ice age.</li> <li data-xf-list-type="ul">The ruler of the PCs home country is a bit of an idiot and/or has a wacky sense of humour, and keeps making stupid laws to troll the population.</li> <li data-xf-list-type="ul">All of the world's most prominent wizards have disappeared. No-one knows why.</li> <li data-xf-list-type="ul">The warrior class of the world is largely composed of Orcs or Hobgoblins. They relish war, but genuinely see their duty as protecting the citizens.</li> <li data-xf-list-type="ul">The game is set in our future.</li> <li data-xf-list-type="ul">The PCs' continent has been "discovered" by technologically superior inhabitants of a far-away continent.</li> </ul></blockquote><p></p>
[QUOTE="Grainger, post: 6404571, member: 6779234"] Here's a few ideas. I'm sure most of them have been done before, but whether that's true or not, I hope some of them are useful. [LIST] [*]There are a few pockets of civilisation, separated by many miles of desolate lands. These pockets are protected by magical "bubbles", wherein plants can grow, but every so often twisted creatures from outside break in. Some of the pockets might have portals set up to allow travel to the other cities, but sometimes it's necessary to make an epic trek across the badlands, perhaps to get vital supplies. [*]The entire campaign is set in one 30 (or 10) mile hex - in this hex, there is a town, and outlying villages, some hills, and some woodland. (a 10 mile hex has 86 square miles within it, so there's a lot to play with). [*]The PCs start in a town which is located in a great rift (canyon). The rift has various caves in its walls, and also cracks the PCs can descend. No-one has ever left the rift, so they do not know what it is like outside. [*]The PCs have been commissioned by a ruler to set off in a ship and find trade opportunities in a new continent ("new" means no-one from their continent has been there). [*]An entire campaign set in a King's castle, with court intrigue, tunnels under the castle, secret passages, etc. Later scenarios could involve defending the castle from enemies, investigating a murder at court, thwarting (or aiding) a plot to kill the King, etc. [*]The world is entirely flat, and the sea pours over into the void (or whatever you decide is there). Perhaps there is another "world" on the reverse side of the disc. [*]Arcane magic is illegal (perhaps viewed as demonic), and squads of "Wizard finders" roam the land, rooting out Sorcerers, Wizards and Warlocks and putting them up in sham trials. The PCs could make up one of these squads, oppose the practice, or be neutral (but have to play it safe if any of them are arcane casters). [*]A world in which Druidic philosophies prevail, and other outlooks are in the minority. [*]A massive, devastating war is ongoing, between the nation the PCs live in, and another nation (perhaps it is "good" vs "evil", perhaps it is Elves vs Dwarves, perhaps it is Humans vs... er, Halflings). This can just be background (war economy, scarcity) or the PCs can gradually try to effect the war (helping one side or the other, or trying to bring about a peace). Perhaps the war has clear-cut "bad guys", or perhaps it's six of one and half a dozen of the other. Perhaps they PCs find that they are on the wrong side... [*]The game-world is set on a planet that has been shattered by a planetary impact (or massive fell sorcery), and is now a series of large asteroids. You could have portals or small vessels to travel between them. "Life support" is maintained by magic bubbles around the larger asteroids. [*]An ice age. [*]The ruler of the PCs home country is a bit of an idiot and/or has a wacky sense of humour, and keeps making stupid laws to troll the population. [*]All of the world's most prominent wizards have disappeared. No-one knows why. [*]The warrior class of the world is largely composed of Orcs or Hobgoblins. They relish war, but genuinely see their duty as protecting the citizens. [*]The game is set in our future. [*]The PCs' continent has been "discovered" by technologically superior inhabitants of a far-away continent. [/LIST] [/QUOTE]
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