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What makes a Campaign setting Interesting to You?
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<blockquote data-quote="evilgamer13" data-source="post: 2951332" data-attributes="member: 42362"><p><strong>Almiky and time</strong></p><p></p><p>So I played in a plainscape game a few years ago and we spent some time on a plane called almiky that was a homebrew of the dm's. I really enjoyed it because it was so different from normal dnd settings. For instance the culture bearers were the dwarfs and the Orks. Humans were exclusively barbarians that fulfilled the role normally reserved for Orks while the Orks took a great deal of the role normally reserved for elves and the dwarves combined their normal role with that of humans (living both in city's and in normal dwarfish warrens. The halflings were one of the civilized peoples but the gnomes were tribal cannibals and tinkerer's that lived in the woods (rather then the plains inhabited by the human barbarians). As an elf I was viewed as a sort of first class slave, everyone assumed I belonged to who ever we were claiming the leader was at the time and was so valuable that any action towards me was tantamount to that action being taken toward our leader. The whole thing was kind of crack-mad but I really enjoyed it for the novelty of the setting.</p><p></p><p></p><p>I would also have found that one of the best way around canon or excessive NPC hero cameos is to advance the time line. So instead of some heros reunited the the seven kingdoms years ago, make it a century or two so at least all the humans involved are dead and the longer lived races are now much older, or advance the time line far enough that everyone involved is now dead. I have had great fun with some games run by one of my friends in palladium fantasy where we have taken the result of old games and then advanced the time line so that he can change the society and institutions so that a new game can occur without nifty NPC syndrome.</p></blockquote><p></p>
[QUOTE="evilgamer13, post: 2951332, member: 42362"] [b]Almiky and time[/b] So I played in a plainscape game a few years ago and we spent some time on a plane called almiky that was a homebrew of the dm's. I really enjoyed it because it was so different from normal dnd settings. For instance the culture bearers were the dwarfs and the Orks. Humans were exclusively barbarians that fulfilled the role normally reserved for Orks while the Orks took a great deal of the role normally reserved for elves and the dwarves combined their normal role with that of humans (living both in city's and in normal dwarfish warrens. The halflings were one of the civilized peoples but the gnomes were tribal cannibals and tinkerer's that lived in the woods (rather then the plains inhabited by the human barbarians). As an elf I was viewed as a sort of first class slave, everyone assumed I belonged to who ever we were claiming the leader was at the time and was so valuable that any action towards me was tantamount to that action being taken toward our leader. The whole thing was kind of crack-mad but I really enjoyed it for the novelty of the setting. I would also have found that one of the best way around canon or excessive NPC hero cameos is to advance the time line. So instead of some heros reunited the the seven kingdoms years ago, make it a century or two so at least all the humans involved are dead and the longer lived races are now much older, or advance the time line far enough that everyone involved is now dead. I have had great fun with some games run by one of my friends in palladium fantasy where we have taken the result of old games and then advanced the time line so that he can change the society and institutions so that a new game can occur without nifty NPC syndrome. [/QUOTE]
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