Dicejockey
First Post
Was wondering what strange twists people have added to their campaigns?
This would be anything that breaks the mold from the "standard" D&D games.
Examples:
Oriental Elves in the Sovereign Stone setting.
Monstrous humanoids (Ogres, goblins, kobolds) are the good races, whereas the elves , humans, dwarves ect. are evil.
Even cool rule twists. Such as a sub-race of dwarves who have a bonus to Dex or maybe elves who deny the existence of divine beings and therefore never become clerics or druids (as in Birthright).
The old Worldbuilder's Guidebook gave great ideas in the last couple pages, but there weren't many. The new DMG has a couple things as well. I think in an interview, Monte Cook said he wished he could put out a DMG 2 that would have more useful worldbuilding types and different takes on many standard cliches.
So what things have you added to the game to make it unique?
-Dicejockey
This would be anything that breaks the mold from the "standard" D&D games.
Examples:
Oriental Elves in the Sovereign Stone setting.
Monstrous humanoids (Ogres, goblins, kobolds) are the good races, whereas the elves , humans, dwarves ect. are evil.
Even cool rule twists. Such as a sub-race of dwarves who have a bonus to Dex or maybe elves who deny the existence of divine beings and therefore never become clerics or druids (as in Birthright).
The old Worldbuilder's Guidebook gave great ideas in the last couple pages, but there weren't many. The new DMG has a couple things as well. I think in an interview, Monte Cook said he wished he could put out a DMG 2 that would have more useful worldbuilding types and different takes on many standard cliches.
So what things have you added to the game to make it unique?
-Dicejockey