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Community
General Tabletop Discussion
*TTRPGs General
Two Topics: Crossbreeding and Theme Campaigns
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<blockquote data-quote="stevelabny" data-source="post: 1135680" data-attributes="member: 9298"><p>Way back when I was but a wee lad in the only campaign I ever attempted to run one of the main NPC's was the demented wizard involved in cross-breeding. This gave me the ability to play mix and match with monsters and their special powers/weaknesses. I enjoyed it. The players enjoyed it. A good time was had by all.</p><p></p><p>When I eventually get around to running my 3.o, um 3.5 (um, by then it might be 4.0) campaign, I was gonna try to rehash this idea, but was wondering what the general public opinion on mix-and-match monsters are. fun? cliche? boring? I also know there is a cross-breeding book out there, but I've never gotten to look through it. Has anyone? (already read the 3 enworld reviews)</p><p></p><p>Further thinking this through, I decided to make demented crossbreeding wizard into the key guy in the world's history. After growing bored with merging different animals and monsters, he decided to shoot for the ultimate goal. Merging man and god. He fails miserably of course, ripping a hole in the very fabric of reality and having world-spanning consequences. This will be the "reset" point for the timeline, where the calendar was rest at year 0, magic was decimated, new gods emerged, new races emerged, etc etc</p><p>thus not bogging players down with too much previous information at day one. </p><p></p><p>Of course, toying with the concepts of monster+monster, man+monster, and man+god, led me to continue having fun. I already know I love the idea of promoting the concept of a "group" for the PCs. Letting them bond and name themselves and possibly eventually getting special priveleges from being a group. </p><p>Yet another concept of "joining" or merging. I followed this some more thinking of some of the usual settings for adventures. A wedding (probably of a noble) , two kingdoms uniting (probably to stop a greater evil) etc.</p><p>Throw in the little things (two harmless ingredients mix to form a deadly poison, two kinds of metal or magic or magic item combine to make something even more powerful) and</p><p>NPCs who spout "the whole is greater than the sum of its parts; united we stand, divided we fall; and a chain is only as strong as its weakest link" and/or form adventures around these phrases and i think you can run with this for 20 levels.</p><p>Plus, I'm sure theres plenty of ideas on this I'm missing...feel free to throw more at me</p><p></p><p>So..how ridiculous is a theme campaign? where you try to tie all the adventures in to the overall concept? how difficult is it without almost planning everything out? Would the group ever catch on without you being obvious? Would they appreciate it or roll their eyes?</p><p></p><p>Opinions from both sides of the DMs screen are welcome.</p><p></p><p>steve</p></blockquote><p></p>
[QUOTE="stevelabny, post: 1135680, member: 9298"] Way back when I was but a wee lad in the only campaign I ever attempted to run one of the main NPC's was the demented wizard involved in cross-breeding. This gave me the ability to play mix and match with monsters and their special powers/weaknesses. I enjoyed it. The players enjoyed it. A good time was had by all. When I eventually get around to running my 3.o, um 3.5 (um, by then it might be 4.0) campaign, I was gonna try to rehash this idea, but was wondering what the general public opinion on mix-and-match monsters are. fun? cliche? boring? I also know there is a cross-breeding book out there, but I've never gotten to look through it. Has anyone? (already read the 3 enworld reviews) Further thinking this through, I decided to make demented crossbreeding wizard into the key guy in the world's history. After growing bored with merging different animals and monsters, he decided to shoot for the ultimate goal. Merging man and god. He fails miserably of course, ripping a hole in the very fabric of reality and having world-spanning consequences. This will be the "reset" point for the timeline, where the calendar was rest at year 0, magic was decimated, new gods emerged, new races emerged, etc etc thus not bogging players down with too much previous information at day one. Of course, toying with the concepts of monster+monster, man+monster, and man+god, led me to continue having fun. I already know I love the idea of promoting the concept of a "group" for the PCs. Letting them bond and name themselves and possibly eventually getting special priveleges from being a group. Yet another concept of "joining" or merging. I followed this some more thinking of some of the usual settings for adventures. A wedding (probably of a noble) , two kingdoms uniting (probably to stop a greater evil) etc. Throw in the little things (two harmless ingredients mix to form a deadly poison, two kinds of metal or magic or magic item combine to make something even more powerful) and NPCs who spout "the whole is greater than the sum of its parts; united we stand, divided we fall; and a chain is only as strong as its weakest link" and/or form adventures around these phrases and i think you can run with this for 20 levels. Plus, I'm sure theres plenty of ideas on this I'm missing...feel free to throw more at me So..how ridiculous is a theme campaign? where you try to tie all the adventures in to the overall concept? how difficult is it without almost planning everything out? Would the group ever catch on without you being obvious? Would they appreciate it or roll their eyes? Opinions from both sides of the DMs screen are welcome. steve [/QUOTE]
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Two Topics: Crossbreeding and Theme Campaigns
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