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What makes a "different" setting? What draws you in?
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<blockquote data-quote="SheWantstheD&amp;D" data-source="post: 7072725" data-attributes="member: 6874715"><p>MonkeezOnFire mentioned this but the first step to making a setting more interesting is departing from Tolkien-esque/traditional fantasy tropes. Before Game of Thrones became as monstrously popular as it is now it was novel for being gritty with fantasy elements taking a back seat (at first) to intrigue - and NO ONE had plot armor. I like the Elder Scrolls universe for making the -mer races have a common ancestor (orcs and elves related). <strong>Generally any time you can put a fresh spin on a trope. </strong></p><p></p><p>I love, love, love when Orcs aren't just one dimensional dumb, nasty brutes. Or touching on original mythologies make Dwarves taller than men, or make elves evil little b@st@rds. Touching on ancient Greek religion for the campaign I'm currently running the gods are completely unconcerned with morality. The ancient Greek idea of piety was giving offerings to solicit their favor, or to appease them, or to thank them -- not to gain salvation, achieve a reward in the afterlife, or be counseled on morality. We've pretty much done away with alignment altogether which challenges the formula of good guys/bad guys (I'm still hoping one of my players will pull a Prince of Thorns).</p></blockquote><p></p>
[QUOTE="SheWantstheD&D, post: 7072725, member: 6874715"] MonkeezOnFire mentioned this but the first step to making a setting more interesting is departing from Tolkien-esque/traditional fantasy tropes. Before Game of Thrones became as monstrously popular as it is now it was novel for being gritty with fantasy elements taking a back seat (at first) to intrigue - and NO ONE had plot armor. I like the Elder Scrolls universe for making the -mer races have a common ancestor (orcs and elves related). [B]Generally any time you can put a fresh spin on a trope. [/B] I love, love, love when Orcs aren't just one dimensional dumb, nasty brutes. Or touching on original mythologies make Dwarves taller than men, or make elves evil little b@st@rds. Touching on ancient Greek religion for the campaign I'm currently running the gods are completely unconcerned with morality. The ancient Greek idea of piety was giving offerings to solicit their favor, or to appease them, or to thank them -- not to gain salvation, achieve a reward in the afterlife, or be counseled on morality. We've pretty much done away with alignment altogether which challenges the formula of good guys/bad guys (I'm still hoping one of my players will pull a Prince of Thorns). [/QUOTE]
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