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<blockquote data-quote="Dorian_Grey" data-source="post: 7158060" data-attributes="member: 6801878"><p>I wanted to add one final thought on flexibility. Since 1991, I've been playing 2nd Edition AD&D. In that time I've created a lot of worlds, and yes, the majority were generic medieval fantasy settings. However, with Creative Campaigning and the PO rules, I've created:</p><p></p><ol> <li data-xf-list-type="ol">A sea going campaign set in 18th century technology with stone age natives battling against underwater threats.</li> <li data-xf-list-type="ol">A bronze age setting based on Ancient Egypt and Mesopotamian religions, with no class restrictions</li> <li data-xf-list-type="ol">A pre-agricultural revolution stone age setting, with tons of classes removed</li> <li data-xf-list-type="ol">An "alien experiment" setting where biodomes build into asteroids circle a sun and teleportation technology connects them. Tech levels varied and include "found technology" remnants of the dead alien overseers.</li> <li data-xf-list-type="ol">A colonial setting where the natives and colonists must work together to face "elder evils"</li> <li data-xf-list-type="ol">A Demiplane of Shadow campaign with natives from that plane of existence</li> <li data-xf-list-type="ol">A campaign with no gods and where healing magic was the practice of necromancers</li> <li data-xf-list-type="ol">A monotheistic campaign (wasn't much of a major role in the story line for the players, but it was a major change I was hoping would have more of an impact).</li> <li data-xf-list-type="ol">Urban campaigns in 19th century gaslight fantasy based on Martha Wells "Death of the Necromancer" series.</li> <li data-xf-list-type="ol">A "world war" setting where the campaign was an odd mix of modern weapons, magic, and more. Bombers attacking palaces warded by powerful wizards while dragons loyal to the crown cast spells and breathed fire on them.</li> <li data-xf-list-type="ol">A setting without gods where spiritualism is focused around Saints and Sinners (Saints = Good aligned people who do such amazing things that the collective will of the populace propels them into a semi-godlike status where they generate holy power for their believers; Sinners = Evil aligned people who do such terrible things that the collective will of the populace propels them into a semi-godlike status where they generate unholy power for those that wish to emulate them).</li> <li data-xf-list-type="ol">An Elemental campaign setting, where the location of the game was a world of extremes: extreme mountain ranges, massive super volcanoes, deep verdant jungles, powerful storming oceans, etc. The players were all tied to an element which affect race selection and abilities. Elements were fighting the incursion of external forces on their power and the players took up the fight.</li> </ol><p></p><p>Those were the most extreme based on my campaign notebook. And that is ignoring the various classic "knights and castles" in the middle ages but with a twist settings I created. Most of them required less than a few hours of "Okay, I'm going to use material from here, here and here." and then a 20 minute pitch to the players. </p><p></p><p>With the right tools you can create anything you want. PO provides the right tools.</p></blockquote><p></p>
[QUOTE="Dorian_Grey, post: 7158060, member: 6801878"] I wanted to add one final thought on flexibility. Since 1991, I've been playing 2nd Edition AD&D. In that time I've created a lot of worlds, and yes, the majority were generic medieval fantasy settings. However, with Creative Campaigning and the PO rules, I've created: [LIST=1] [*]A sea going campaign set in 18th century technology with stone age natives battling against underwater threats. [*]A bronze age setting based on Ancient Egypt and Mesopotamian religions, with no class restrictions [*]A pre-agricultural revolution stone age setting, with tons of classes removed [*]An "alien experiment" setting where biodomes build into asteroids circle a sun and teleportation technology connects them. Tech levels varied and include "found technology" remnants of the dead alien overseers. [*]A colonial setting where the natives and colonists must work together to face "elder evils" [*]A Demiplane of Shadow campaign with natives from that plane of existence [*]A campaign with no gods and where healing magic was the practice of necromancers [*]A monotheistic campaign (wasn't much of a major role in the story line for the players, but it was a major change I was hoping would have more of an impact). [*]Urban campaigns in 19th century gaslight fantasy based on Martha Wells "Death of the Necromancer" series. [*]A "world war" setting where the campaign was an odd mix of modern weapons, magic, and more. Bombers attacking palaces warded by powerful wizards while dragons loyal to the crown cast spells and breathed fire on them. [*]A setting without gods where spiritualism is focused around Saints and Sinners (Saints = Good aligned people who do such amazing things that the collective will of the populace propels them into a semi-godlike status where they generate holy power for their believers; Sinners = Evil aligned people who do such terrible things that the collective will of the populace propels them into a semi-godlike status where they generate unholy power for those that wish to emulate them). [*]An Elemental campaign setting, where the location of the game was a world of extremes: extreme mountain ranges, massive super volcanoes, deep verdant jungles, powerful storming oceans, etc. The players were all tied to an element which affect race selection and abilities. Elements were fighting the incursion of external forces on their power and the players took up the fight. [/LIST] Those were the most extreme based on my campaign notebook. And that is ignoring the various classic "knights and castles" in the middle ages but with a twist settings I created. Most of them required less than a few hours of "Okay, I'm going to use material from here, here and here." and then a 20 minute pitch to the players. With the right tools you can create anything you want. PO provides the right tools. [/QUOTE]
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