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<blockquote data-quote="Barastrondo" data-source="post: 4802934" data-attributes="member: 3820"><p>I never pitch the world. It's just assumed that it's going to be the same one. The pitches set within the world, though: that's where the money is. A couple of short campaign pitches that got played for a while were:</p><p></p><p>"Straggling survivors of a betrayed mercenary company, making their way Magnificent Seven-style through the Free Lands to rebuild and get their revenge," and "Nordic-style battle and intrigue in the Wolf Clan holdings; axes, mead-halls and glory." </p><p></p><p>When I started up a small game just for my brother and wife, we actually narrowed it down to one of three: </p><p></p><p>• Arabian Nights-inspired corsair adventures, high seas and perilous islands, fantastic treasures and heroic swashbuckling with your ship as your home base</p><p></p><p>• Political exiles banished to an ancient and abandoned underground city, working to define your fate and that of your fellow prisoners</p><p></p><p>• Residents of an immense Gormenghast-like labyrinthine city, with far more corridors and vaults and galleries than residents to walk them, exploring the long-abandoned halls and perhaps attempting to find their way to the outside world.</p><p></p><p>In the end, we had to roll a d3 to decide.</p><p></p><p>I'm of the school that believes that your world itself doesn't have to be incredibly distinctive, if it's diverse enough to host a myriad of entirely distinct campaign ideas. I'm working on accumulating so many potential campaign pitches that next time we'll have to roll a d20 to pick.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4802934, member: 3820"] I never pitch the world. It's just assumed that it's going to be the same one. The pitches set within the world, though: that's where the money is. A couple of short campaign pitches that got played for a while were: "Straggling survivors of a betrayed mercenary company, making their way Magnificent Seven-style through the Free Lands to rebuild and get their revenge," and "Nordic-style battle and intrigue in the Wolf Clan holdings; axes, mead-halls and glory." When I started up a small game just for my brother and wife, we actually narrowed it down to one of three: • Arabian Nights-inspired corsair adventures, high seas and perilous islands, fantastic treasures and heroic swashbuckling with your ship as your home base • Political exiles banished to an ancient and abandoned underground city, working to define your fate and that of your fellow prisoners • Residents of an immense Gormenghast-like labyrinthine city, with far more corridors and vaults and galleries than residents to walk them, exploring the long-abandoned halls and perhaps attempting to find their way to the outside world. In the end, we had to roll a d3 to decide. I'm of the school that believes that your world itself doesn't have to be incredibly distinctive, if it's diverse enough to host a myriad of entirely distinct campaign ideas. I'm working on accumulating so many potential campaign pitches that next time we'll have to roll a d20 to pick. [/QUOTE]
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