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What flavor does your campaign have?
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<blockquote data-quote="kamosa" data-source="post: 198913" data-attributes="member: 1037"><p>My campaign is a cyberpunk campaign set during a magical industrial revolution in a traditional high fantasy milue. </p><p></p><p>I run adventures of powerful trade houses clashing, using magic not technology to get the edge on eachother. These house are mostly human, orc, dwarven, and gnome, with ogre and hoblgoblin henchmen. They favor priest, mage, fighter and rogue as their favorite classes.</p><p></p><p></p><p>Of course there are always ones that try to resist the power of these trade houses. The eco-defenders are elves, lizardmen, goblins, kobolds, thrikreen, and giants. They favor rangers, druids, barabrians, psionisists and sorc.</p><p></p><p>I'm also adding a third faction to the mix of pure earth power. I replaced demons and devils with earth, air, fire and water elementals. I use them sort of like Godzilla, the misunderstood defenders of the earth, showing up and causing destruction to the confused denziens of the town.</p><p></p><p>My players are a group of para-military types that are attached to one of the trade houses. They go around and "solve problems" for the house. This week they are chasing off derro in a mine, next week they are ridding the jungle of a trade route blocking treant gone mad.</p><p></p><p>I try to mix in equal parts dungeon crawl/hacking, social situations and tactical movement challenges.</p></blockquote><p></p>
[QUOTE="kamosa, post: 198913, member: 1037"] My campaign is a cyberpunk campaign set during a magical industrial revolution in a traditional high fantasy milue. I run adventures of powerful trade houses clashing, using magic not technology to get the edge on eachother. These house are mostly human, orc, dwarven, and gnome, with ogre and hoblgoblin henchmen. They favor priest, mage, fighter and rogue as their favorite classes. Of course there are always ones that try to resist the power of these trade houses. The eco-defenders are elves, lizardmen, goblins, kobolds, thrikreen, and giants. They favor rangers, druids, barabrians, psionisists and sorc. I'm also adding a third faction to the mix of pure earth power. I replaced demons and devils with earth, air, fire and water elementals. I use them sort of like Godzilla, the misunderstood defenders of the earth, showing up and causing destruction to the confused denziens of the town. My players are a group of para-military types that are attached to one of the trade houses. They go around and "solve problems" for the house. This week they are chasing off derro in a mine, next week they are ridding the jungle of a trade route blocking treant gone mad. I try to mix in equal parts dungeon crawl/hacking, social situations and tactical movement challenges. [/QUOTE]
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