What kind of campaign world do you run?

What sort of campaign world do you run?

  • Standard European Middle Ages Fantasy

    Votes: 47 29.9%
  • European Fantasy with a Twist

    Votes: 50 31.8%
  • Ancient/Non-European Middle Ages Fantasy

    Votes: 19 12.1%
  • Modern/Future

    Votes: 2 1.3%
  • Exotic/Wierd

    Votes: 15 9.6%
  • I hate categorization! Grrrrrrrr......!

    Votes: 24 15.3%

Tuerny

First Post
So what sort of campaign world do you play/run? Is it typical middle-ages European fantasy or something different?

Tell us about it :D


Personally I am running Exalted right now, but when I do run D&D I prefer to tap into ancient cultures or non-European cultures for my inspiration rather than using the typical European castles and knights fantasy.

Not that is bad or anything, I just find the alternatives more interesting :)
 
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My campaign world is "bottom up". I run prewritten adventures, and instead of modifying the world to fit the adventure, elements, such as deities, from the adventure enter the world. If the players have ideas of their own (remember the "make your own class" rules in the DMG? (: I find some way to add them to the world.

Besides, I run low-level games. All players are concerned with is surviving to the next level... (:


Cedric.
aka. Washu! ^O^
 

I suppose I have to pick "European Fantasy with a Twist," since my setting is based very heavily on Europe and familiar mythology. The twist is that it takes place in the Englightenment period, with democracy and science on the rise and swashbuckling fading into the woodwork.
 


Europian with a twist, is the closest. There are countries that are Europian in nature, but a lot of other countries have other places as inspiration.
 

Tuerny said:
So what sort of campaign world do you play/run? Is it typical middle-ages European fantasy or something different?

Tell us about it :D


Don't mind if I do.

OK, lets see About Midrea (TM)

13 gates to other worlds. Humans are originally from late 20th to middle 21st century.

Cosmology including Heaven, Hell, Cuthuloid Horror, Reincarnation and Elemental Planes

Another "Human" race who aren't exactly human

A "pulp" feel to some of the northern areas

Wizard made races, Fae races lots of Fae

5 different historical periods ranging from no Arcane Magic to Ultra High Arcane Magic than No Arcane Magic Again

The main country I play in has no horses.

3 Different religions that don't compete. There are no religious wars ever except with the few evil religious cults and occasionally the one 'evilish" religions followers

No "monstrous humanoid" cannon fodder

Evil "first race"

Only one fuedal Society (well 2 ish)

Technology ranging from Steel (at the earliest as there was no Bronze Age) to Steampunk (With Trains, planes and guns) depending on the era. The High Arcane period has magic vehicles and Anthro- Armor too.

No oil and only limited coal

The world has very little climactic variation except in a few wizard made areas

Default climate in winter -- 77 degrees Farenhite (25C)-- Give or take a few degrees with variable humiditya few areas are hotter
or cooler

Lots of different monster types

I would call it weird.

If you were wondering what I was trying to do...
I wanted to mix D&D tropes, My favorite Books , Escaflowne, Fairie tales, Sword and Sorcery and "Ren Faire" Fantasy, into a single blend. That way I play any story without wrecking the versimilitude factor.

FWIW My usuall GURPS world is more normal
 
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In Oarain, the area the PCs come from and in which they are presently active is pretty northern European-like. So far they've only been in one country and have crossed the north border into some unclaimed lands. However, there's a decent amount of variation over the world, and parts of the planet aren't very European-like. Whether or no they see these places depends on what they want to do, I reckon.

I think they could potentially adventure out their entire careers in a reasonably small area, if they chose.
 

I run 2 campaigns in the Forgotten Realms, more or less altered. One is set in Cormyr, with forays into the neighbouring countries and regions and some occasional trips to farther regions. This is the standard realms with less magic item and mages proliferation. The other campaign is set in Mulhorand/Unther, which I heavily modified to a more pre-times of troubles, egyptian feeling, with the mulhorandi pantheon rid of most goodness, leaving a ruthless lawful neutral theocracy in place. Add in a Chessenta that is shaped by the ancient greek culture, Desert Nomads out of Arabia (With a touch of Al-Quadim) and a Thay almost straight out of the Lords of Darkness and you have a pretty un-european campaign.
 


Hard to describe... I'm going for a "full world" effect. Some parts are distinctly historical in basis (Celts, Aztecs, Wu, Greece, Egypt, etc.), while others are cut from new clothe.
 

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