hellbender
First Post
This pertains to any genre of rpg, and the purpose is just to exchange nifty ideas that others can *yoink* for their own games. These can be themes, variations, plots, just anything that makes your world a little off the beaten path, including how the components blend.
My DnD 3.5 world:
Began as a very Tolkien-esque/Dunsany/vanilla DnD world. Then I added a few twists:
Ok, maybe nothing extremely yoinkable, but these are the twists I have brought to the table and as a whole, they make the game different from just a vanilla approach without introducing anything too alien. These ideas are already in the process of being written up (loosely) and illustrated for a potential product (maybe for gaming, maybe not, there is nothing concrete yet), but the ideas are not anything that any DM/GM can't use in their games. Anyone else?
My DnD 3.5 world:
Began as a very Tolkien-esque/Dunsany/vanilla DnD world. Then I added a few twists:
- Magocracy is the general rule for most parts of the world. However, there are several levels of "secret masters", who weave their plots. Bands of rakshasas, ogre magi death cultists, wandering troupes of shadowdancers, etc. The average commoner is pretty much living in servitude to one magic user or another.
- Not humanocentric. Elven seers have foreseen the rise of humanity, and how it will destroy everything. And they don't like it. This is not well known everywhere, and not all Elves (and their allies) agree with this policy. The war has begun quietly, people notice certain traders and nomads have not arrived in a long time, people are missing family members in some remote villages. Many elven leaders have promised to look in on this matter and try to help in any way they can.
- Unlikely allies. Elves and dwarves work together well, especially to thwart humans. Orcs/bugbears/hobgoblins work with humans because they know they will be next after the humans topple. Gnolls/ogres/etc, well, they still do their thing.
- A few gods walk the earth, some of them are insane and break/mutate more than they help or nurture, quite by accident. This has caused a higher number of templated creatures than normal. Not multi-templated supermonsters (generally), but something closer to the templates from Savage Species.
- Mages are more powerful, the magic level is higher, but the world itself is fairly gritty. I allow many more spells than the PHB suggests. It isn't fair, neither is life. I am looking forward to using the upcoming Green Ronin magic book that uses the excellent Black Company spell system. I hope that it will work with the existing spell system somehow by allowing addons, but if I have to decide, I will go with Green Ronin's system.
Ok, maybe nothing extremely yoinkable, but these are the twists I have brought to the table and as a whole, they make the game different from just a vanilla approach without introducing anything too alien. These ideas are already in the process of being written up (loosely) and illustrated for a potential product (maybe for gaming, maybe not, there is nothing concrete yet), but the ideas are not anything that any DM/GM can't use in their games. Anyone else?