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What traditional fantasy conventions are you tired of?
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<blockquote data-quote="GlassJaw" data-source="post: 1769088" data-attributes="member: 22103"><p>Great thread so far. I'm getting a lot of ideas for an upcoming Grim Tales campaign I'm working on.</p><p></p><p>Anyway, here are a few things I thought of while reading this thread:</p><p></p><p>1. Deities. I'm tired of 'em. Whatever happened to religion based on faith alone rather than knowing some divine power is out there? So in my campaign there are no deities. End of story. There is still religion though. There are also pseudo-mystical demagogs that people may believe have divine powers.</p><p></p><p>2. Too many races. In my campaign there will be three playable races: humans, orcs, and half-orcs. Other races exist but aren't suitable for PC's. To increase options though, each race will have regional subsets that can be chosen. These represent various tribes, groups, etc. Dwarves are around but they are very different from the dwarves we all know and love. There are no gnomes, no halflings, and no elves. Good riddance.</p><p></p><p>3. Picturesque locales. I'm tired of quint little towns and mystical forests and rolling hills, etc. I want to put my players in a cold, rocky, barren, and harsh landscape where survival must be earned. Something like Mongolia or Tibet. Yeah, that sounds good.</p><p></p><p> </p><p></p><p>I've really tried to avoid this but I find myself falling into this trap. Essentially in the world I'm creating, something <em>uber-bad</em> happened a reeeeaaallly long time ago that forced humans and orcs to "put aside their differences" in order to survive. Over the years, they have intermixed and now are equal in population and social standing.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1769088, member: 22103"] Great thread so far. I'm getting a lot of ideas for an upcoming Grim Tales campaign I'm working on. Anyway, here are a few things I thought of while reading this thread: 1. Deities. I'm tired of 'em. Whatever happened to religion based on faith alone rather than knowing some divine power is out there? So in my campaign there are no deities. End of story. There is still religion though. There are also pseudo-mystical demagogs that people may believe have divine powers. 2. Too many races. In my campaign there will be three playable races: humans, orcs, and half-orcs. Other races exist but aren't suitable for PC's. To increase options though, each race will have regional subsets that can be chosen. These represent various tribes, groups, etc. Dwarves are around but they are very different from the dwarves we all know and love. There are no gnomes, no halflings, and no elves. Good riddance. 3. Picturesque locales. I'm tired of quint little towns and mystical forests and rolling hills, etc. I want to put my players in a cold, rocky, barren, and harsh landscape where survival must be earned. Something like Mongolia or Tibet. Yeah, that sounds good. I've really tried to avoid this but I find myself falling into this trap. Essentially in the world I'm creating, something [I]uber-bad[/I] happened a reeeeaaallly long time ago that forced humans and orcs to "put aside their differences" in order to survive. Over the years, they have intermixed and now are equal in population and social standing. [/QUOTE]
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