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Running a campaign at the end of the world (+)
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<blockquote data-quote="BookTenTiger" data-source="post: 8825699" data-attributes="member: 6685541"><p>For some reason I've had stuck in my head the idea of running a 5e D&D game that takes place at the end of the world.</p><p></p><p>How could this work, in a way that's satisfying to the DM and the players?</p><p></p><p>(This is a + thread because I want to encourage brainstorming within the topic. Let's come up with lots of different ideas. But if you don't think this would be fun or interesting, then this thread is probably not for you!)</p><p></p><p>Now this campaign would be different than "save the world" games in that the end of the world IS going to happen, no matter what anyone does. Maybe the moon is crashing into the planet, maybe an ancient prophesy has come true, maybe the gods are dying... Whatever reason, by the end of the campaign (or maybe even half way through), the world will end.</p><p></p><p>One idea is to use the Aztec idea of the end of the world as a rebirth. In Aztec mythology, the world has ended and been recreated multiple times. What if, in this campaign world, we are at the end of one cycle and preparing for the next? The characters could be going on adventures to set themselves up for the next world. Maybe there are magic rituals that can be done to help communities survive the transition to the new cycle. Or maybe the characters are looking to become the new gods?</p><p></p><p>Spitballing more about saving a community, one "end of the world" campaign could have an impending doom that can't be stopped... But the characters are just trying to save their hometown or kingdom. They are seeking magic items or powerful NPCs that could save their little corner of the world from the impending meteor storm, plague, flood, etc. The first part of the campaign is all about finding protection. Then the apocalypse occurs. The rest of the campaign is about surviving in this new reality!</p><p></p><p>Then again, maybe it's best to leave it up to the players. Let them know that in one year, the campaign world is going to face a mass extinctions. Their characters might want to try to save their friends and families, travel to another universe... Or just party and enjoy themselves for a final year of Bacchanalia!</p><p></p><p>So what are your thoughts? What could be fun or interesting or challenging about running a D&D campaign that takes place at the end of the world?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8825699, member: 6685541"] For some reason I've had stuck in my head the idea of running a 5e D&D game that takes place at the end of the world. How could this work, in a way that's satisfying to the DM and the players? (This is a + thread because I want to encourage brainstorming within the topic. Let's come up with lots of different ideas. But if you don't think this would be fun or interesting, then this thread is probably not for you!) Now this campaign would be different than "save the world" games in that the end of the world IS going to happen, no matter what anyone does. Maybe the moon is crashing into the planet, maybe an ancient prophesy has come true, maybe the gods are dying... Whatever reason, by the end of the campaign (or maybe even half way through), the world will end. One idea is to use the Aztec idea of the end of the world as a rebirth. In Aztec mythology, the world has ended and been recreated multiple times. What if, in this campaign world, we are at the end of one cycle and preparing for the next? The characters could be going on adventures to set themselves up for the next world. Maybe there are magic rituals that can be done to help communities survive the transition to the new cycle. Or maybe the characters are looking to become the new gods? Spitballing more about saving a community, one "end of the world" campaign could have an impending doom that can't be stopped... But the characters are just trying to save their hometown or kingdom. They are seeking magic items or powerful NPCs that could save their little corner of the world from the impending meteor storm, plague, flood, etc. The first part of the campaign is all about finding protection. Then the apocalypse occurs. The rest of the campaign is about surviving in this new reality! Then again, maybe it's best to leave it up to the players. Let them know that in one year, the campaign world is going to face a mass extinctions. Their characters might want to try to save their friends and families, travel to another universe... Or just party and enjoy themselves for a final year of Bacchanalia! So what are your thoughts? What could be fun or interesting or challenging about running a D&D campaign that takes place at the end of the world? [/QUOTE]
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