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<blockquote data-quote="MonkeezOnFire" data-source="post: 7932344" data-attributes="member: 6784845"><p>This reminded me of a campaign that I always wanted to run based on Final Fantasy Chrystal Chronicles. For those unfamiliar it's essentially a setting that encourages finding and exploring new dungeons. The world is covered in a substance called miasma that turns living things into monsters. There exist crystals that can ward away the miasma in a large area and each surviving city and town has one. However, in order for the crystals to continue to work they must be powered by another substance called myrrh. Myrrh is produced by special trees that mysteriously only grow in dangerous places that monsters flock to. </p><p></p><p>Thus every village sends out a caravan of adventurers carrying a chalice which has the ability to ward off miasma in a smaller area and can hold myrrh. Caravans seek out dungeons, fight past it's horrible denizens, locate the tree (inevitably protected by a boss) and collect the myrrh. Once enough myrrh is collected it's brought back home to recharge the crystal in an end of the year festival. </p><p></p><p>I would pretty much apply this structure to a D&D setting instead of using the Final Fantasy one. But it was always the tone that struck me as interesting. Despite this bleak, post-apocalypse feeling setup, the game still manages to have a warm, comforting and optimistic feeling when it needs to. There are sad moments like when you find a dungeon that was once a town much like the one you came from where the caravan never made it back. But it's balanced by a cute charm.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 7932344, member: 6784845"] This reminded me of a campaign that I always wanted to run based on Final Fantasy Chrystal Chronicles. For those unfamiliar it's essentially a setting that encourages finding and exploring new dungeons. The world is covered in a substance called miasma that turns living things into monsters. There exist crystals that can ward away the miasma in a large area and each surviving city and town has one. However, in order for the crystals to continue to work they must be powered by another substance called myrrh. Myrrh is produced by special trees that mysteriously only grow in dangerous places that monsters flock to. Thus every village sends out a caravan of adventurers carrying a chalice which has the ability to ward off miasma in a smaller area and can hold myrrh. Caravans seek out dungeons, fight past it's horrible denizens, locate the tree (inevitably protected by a boss) and collect the myrrh. Once enough myrrh is collected it's brought back home to recharge the crystal in an end of the year festival. I would pretty much apply this structure to a D&D setting instead of using the Final Fantasy one. But it was always the tone that struck me as interesting. Despite this bleak, post-apocalypse feeling setup, the game still manages to have a warm, comforting and optimistic feeling when it needs to. There are sad moments like when you find a dungeon that was once a town much like the one you came from where the caravan never made it back. But it's balanced by a cute charm. [/QUOTE]
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