mhacdebhandia
Explorer
The campaign I am presently designing (and which will, most likely, never get off the ground) is set on a very large archipelago. The center of civilisation in the region is a large city, founded three centuries past by a group of colonists on a self-imposed exile from the decadent empire across the sea. The main "hook" is the archipelago - similar to the forest-covered world from Ray Winninger's column - but smaller hooks involve minor parts of the setting:curiosity said:IIRC, 'Dungeoncraft' by Ray Winninger demands that every campaign setting have it's point (or points) of distinction, so that it has a hook that will draw the players into the setting.
So, a good hook might be that dwarves have subjugated all other races and rule them with an oppressive totalitarian regime, or that the world consists of islands floating in space, or that dinosaurs still exist, etcetera etcetera.
- Most standard D&D races are absent. I'm not sure which races other than humans I'm planning to include, but I know for sure that elves, half-elves, halflings, and half-orcs will be excluded.
- There's a sharp divide between civilisation - which is largely confined to a single, albeit extremely sophisticated and cosmopolitan, city - and the unexplored islands of the archipelago, since the colony is only now at the point where landowners are prepared to invest in the taming of islands outside the original settlement.
- The political culture of the city is a mixture of the assemblies of landowning patrons from the Republic of Rome and the guilds of the late medieval period. If you don't own land, have a landowning patron, or belong to a trades guild of some kind, your social position is shaky indeed. The social order will have a meaningful impact on the campaign - and the Roman-style patronage system makes for handy hooks for the party.
Last edited: