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Questions to ask when developing a campaign setting as a group
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<blockquote data-quote="BookTenTiger" data-source="post: 9219313" data-attributes="member: 6685541"><p>So I took all those questions I came up with and randomly selected an option from each. I came up with a really fun campaign idea:</p><p></p><p><strong>Pirate Diplomacy</strong>: A political campaign in which the characters attempt to build an alliance of pirates while fending off an invasion of sea beasts.</p><p>[spoiler="Details Below"]</p><p>GAMEPLAY</p><p></p><ul> <li data-xf-list-type="ul">Political Fantasy: This is a time of intrigue. You will play as the agents of a court, growing your power through diplomacy, scheming, or war. The themes will be politics, warfare, and conspiracy. Inspiration: Game of Thrones, Renaissance & Medieval History, King Arthur and the Knights of the Round Table</li> <li data-xf-list-type="ul">Let the dice fall where they may; we will face powerful enemies, and mostly succeed, though death is a possible outcome.</li> <li data-xf-list-type="ul">Occasionally; most players will stick with the same character, but a few plan on switching once or twice.</li> </ul><p></p><p>SETTING</p><p></p><ul> <li data-xf-list-type="ul">Islands dot the cerulean sea, the boundless horizon only occasionally marred by a broad, sandy coastline.</li> <li data-xf-list-type="ul">The realm is ruled by petty warlords and fierce chieftains; will a single power rise to unite the fractured populace?</li> <li data-xf-list-type="ul">Banners and flags mark the territories of many different cultures; the food, music, and even currency changes as one crosses the many borders of the realm.</li> </ul><p></p><p>MAGIC</p><p></p><ul> <li data-xf-list-type="ul">Arcane magic is almost universally associated with evil, chaotic, or suspicious sources, such as demons, dragons, or the undead; those who use it may be the target of fear or ire.</li> <li data-xf-list-type="ul">The gods exist in their own distant realm, though they make their presence known through visions and miracles.</li> <li data-xf-list-type="ul">Civilization and nature are united; buildings are made up of living trees or are built into dunes or caves, and the world outside of nature is viewed with suspicion or malevolence.</li> </ul><p></p><p>THREATS</p><p></p><ul> <li data-xf-list-type="ul">The realm just recently survived a time of great terror; peace has settled for now, but there are always signs of new threats on the horizon.</li> <li data-xf-list-type="ul">The greatest danger is the wilderness itself; the beasts, plants, and landscapes are the true foe of travelers.</li> <li data-xf-list-type="ul">Great monsters and their spawn rise from depths of the wild with a hunger than can only be sated with mortal flesh or glittering treasures.</li> </ul><p></p><p>FIRST ADVENTURE</p><p></p><ul> <li data-xf-list-type="ul">We begin returning to our home town, a village where we are well-known.</li> <li data-xf-list-type="ul">The characters were brought together by greater forces, and start as prisoners, recruits, or survivors.</li> <li data-xf-list-type="ul">Someone close to us is being threatened by a terrible enemy or mysterious curse.</li> </ul><p>This campaign takes place in a vast sea with islands inhabited by vastly different cultures and populations. The entire area had been conquered by a foreign empire, but they mysteriously left ten years ago. Now in the power vacuum, different pirate nations vie for control. The foreign empire was cruel and violent, but had also protected the islands from dangerous sea dragons and their spawn. Now these beasts are repopulating the wild seas.</p><p></p><p>The foreign empire had been fearful of magic, and spread rumors that all arcane magic was tied to the powers of the sea hags and devils who haunt the tides. The truth of the matter is, these islands are naturally magical places. Houses and ships are made of living materials, such as magic trees, huge shells, or even beasts with buildings constructed upon their backs.</p><p></p><p>The characters are all agents of the chieftain of an island nation, and had been out on a diplomatic mission when they were captured by pirates. It turns out their whole island, along with a few neighbors, have been conquered by the same group of power-hungry pirates. The characters are brought back to their home village to deal with a sea dragon who has decided to make it their new lair.</p><p></p><p>Throughout the campaign, the characters will go on missions to grow the power of their new island alliance. At first they will be working for their pirate conquerors, but they might rebel, or take over the pirates themselves! Some of the adventures will involve conspiracies and intrigue, others naval combat between living ships, and some will be old fashioned dungeon crawls to retrieve lost heirlooms or other items of power.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9219313, member: 6685541"] So I took all those questions I came up with and randomly selected an option from each. I came up with a really fun campaign idea: [B]Pirate Diplomacy[/B]: A political campaign in which the characters attempt to build an alliance of pirates while fending off an invasion of sea beasts. [spoiler="Details Below"] GAMEPLAY [LIST] [*]Political Fantasy: This is a time of intrigue. You will play as the agents of a court, growing your power through diplomacy, scheming, or war. The themes will be politics, warfare, and conspiracy. Inspiration: Game of Thrones, Renaissance & Medieval History, King Arthur and the Knights of the Round Table [*]Let the dice fall where they may; we will face powerful enemies, and mostly succeed, though death is a possible outcome. [*]Occasionally; most players will stick with the same character, but a few plan on switching once or twice. [/LIST] SETTING [LIST] [*]Islands dot the cerulean sea, the boundless horizon only occasionally marred by a broad, sandy coastline. [*]The realm is ruled by petty warlords and fierce chieftains; will a single power rise to unite the fractured populace? [*]Banners and flags mark the territories of many different cultures; the food, music, and even currency changes as one crosses the many borders of the realm. [/LIST] MAGIC [LIST] [*]Arcane magic is almost universally associated with evil, chaotic, or suspicious sources, such as demons, dragons, or the undead; those who use it may be the target of fear or ire. [*]The gods exist in their own distant realm, though they make their presence known through visions and miracles. [*]Civilization and nature are united; buildings are made up of living trees or are built into dunes or caves, and the world outside of nature is viewed with suspicion or malevolence. [/LIST] THREATS [LIST] [*]The realm just recently survived a time of great terror; peace has settled for now, but there are always signs of new threats on the horizon. [*]The greatest danger is the wilderness itself; the beasts, plants, and landscapes are the true foe of travelers. [*]Great monsters and their spawn rise from depths of the wild with a hunger than can only be sated with mortal flesh or glittering treasures. [/LIST] FIRST ADVENTURE [LIST] [*]We begin returning to our home town, a village where we are well-known. [*]The characters were brought together by greater forces, and start as prisoners, recruits, or survivors. [*]Someone close to us is being threatened by a terrible enemy or mysterious curse. [/LIST] This campaign takes place in a vast sea with islands inhabited by vastly different cultures and populations. The entire area had been conquered by a foreign empire, but they mysteriously left ten years ago. Now in the power vacuum, different pirate nations vie for control. The foreign empire was cruel and violent, but had also protected the islands from dangerous sea dragons and their spawn. Now these beasts are repopulating the wild seas. The foreign empire had been fearful of magic, and spread rumors that all arcane magic was tied to the powers of the sea hags and devils who haunt the tides. The truth of the matter is, these islands are naturally magical places. Houses and ships are made of living materials, such as magic trees, huge shells, or even beasts with buildings constructed upon their backs. The characters are all agents of the chieftain of an island nation, and had been out on a diplomatic mission when they were captured by pirates. It turns out their whole island, along with a few neighbors, have been conquered by the same group of power-hungry pirates. The characters are brought back to their home village to deal with a sea dragon who has decided to make it their new lair. Throughout the campaign, the characters will go on missions to grow the power of their new island alliance. At first they will be working for their pirate conquerors, but they might rebel, or take over the pirates themselves! Some of the adventures will involve conspiracies and intrigue, others naval combat between living ships, and some will be old fashioned dungeon crawls to retrieve lost heirlooms or other items of power. [/spoiler] [/QUOTE]
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