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Campaign Setting and Adventure discussion - Everybody hates Dragonlance
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Here's a write-up for yet-to-be-named a location in Godswinter. I'll bold the parts that are especially important:
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Obecitizens - Many of the fattest people on Gamma Terra count themselves as Obecitizens. They seek-out stockpiles of pre-packaged junk foods left by the Ancients, which are calorie dense and have remained preserved for over a century. By eating these foods, Obecitizens believe they can become more like the Ancients and gain their prosperity. The Obecitizens utilize the remains of fast food restaurants and food processing factories for hideouts. If one of these facilities is restored to operation, the Obecitizens capture slaves and force them to work preparing their food. When traveling, Obecitizens use customized mechanical devices to help reduce the effort required to move their bloated bodies.
I've been playing a pretty even split of homebrew settings and official ones lately. I've been enjoying them all, so... One of them is played on the boards here (Hippofant's 'God is Dead', if anyone is interested), while the other two are quite different.
One was a one-shot game that I ran, a five encounter game set in a faux-african environment. Primal characters were very common, as were certain Martial classes, powers of a Divine origin were seen as something to be feared, and Arcane was openly distrusted. The party were basically all Primal classes, apart from the Ranger and the Sorcerer, and were struggling against an ancient (and cyclic) reawakened evil that many thought were just legends - pretty standard stuff really, but menacing tribal warriors with CTHULHU BEASTS was fun.
The other is an extended campaign that I see as a mix of Planescape and Points of Light. Basically, the characters exist in a heavily magic-saturated world made up of a series of linked Planes, and are contracted to explore and catalogue newly discovered Planes reached by recently repaired and re-opened portals. These planes, as a whole, were created hundreds of years ago by especially powerful ritualists, mostly as places for them to live and rule, that grew into a huge interconnected web as time came by. Then Something Bad(TM) happened, and most of the portals were broken. So it's kind of post-apocalyptic, high-magic fantasy with a strong drive towards exploration and discovery. Kinda like D&D meets Star Trek, I guess?
Either way, I've been having a lot of fun with these homebrew settings, but I also have a lot of respect for established ones. I have to admit to preferring ones that are a little more open, and easy to mould into your own thing, than something with volumes and volumes of established crunch that people tantrum over if something deviates from That Which Is Written.
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I think you can also thank Dragonlance for the 3.5 and 4e Dragonborn/Dragonspawn. They took the fantastic Draconian idea and made it work across all settings. You can also thank(hate?) Dragonlance for the shift that Halflings took in D&D away from Bilbo Baggins and more towards Tasslehoff Burrfoot.
I'll admit that it was hard to play a game in though. I think I'd I were to go back and play a game in Dragonlance now, with that many more years of experience under my belt, it would be alright. But at the time, we couldn't get it right.
I don't understand the Zehir stuff. People are sacrificed to the God in order to escape a different God from claiming their souls. I'm not sure what these people are really getting out of it. They are dying early and ending up somewhere unpleasant sounding.
The Raven Queen makes sense. Pay her clergy money and they do a ritual that means they can whip your soul out of the underdark when you die.
That said, why don't people just not live in the underdark? You say there are predators elsewhere, but the underdark is surely much worse? Earthdawn style Kaers would make more sense to me. Superfortresses beneath the earth. How does the necropolis manage when other settlements can't?
Also, what do people get out of worshipping the Winter Gods? The world is unliveable right now, surely the best bet is joining up with Team Pelor and hoping he sorts shit out.
What do people eat? I take it there are mushroom farms and the like? You need to bear that in mind as it will dramatically change a wide range of background details.
It's a cool idea though. I like it a lot.
Actually, souls eaten by Zehir cease to exist. Having your soul eaten is still a supremely unpleasant experience, but getting taken by Torog is even worse in that the suffering last much, much longer. In fact, Torog is poised to usurp Asmodeus and the Nine Hells in terms of how much suffering is inflicted on mortal souls.
The necropolis is a joint venture maintained by several different underground city-states. Most settlements located between the surface and the Underdark come under frequent attack by threats from both above and below. Also, many of the more powerful monstrous races that once lived on the surface have claimed this region for themselves.
People worship the Pantheon of Unending Winter because they fear that those gods will send their forces to slaughter them if they do not.
Now that I think about it, though, I believe I've come up with a better idea (one that necessitates me to remove "Unending" from the pantheon's name). The Age of Winter is wiping away all traces of the world that existed before the War of Winter. Khala and her allies are wiping the slate clean on creation, and the creatures that worship those deities are being taught that their kind will be rewarded for service to the gods of winter. The winter will one day end, they believe, and their race will be given a position of power in the new world.
People have mostly lost faith in the Pantheon of the Lost Seasons as they suffered a crushing defeat at the hands of Khala and her allies. Most of the information on my wiki goes over the gods, specifically how the outcome of the War of Winter altered them. For example, Sehanine lost control of the moon to Zehir, Moradin was captured and enslaved, and Erathis defected to join the Pantheon of the Infernal Planes, which she believes has a better chance of success.
Thank you!
So the lower settlements have to supply the necropolis with food.
It's a problem that is hard for a community to overcome, but not so tricky for individuals (so the party can tromp through it care of create food and the like)
I seem to remember my old AD&D manuals listing the arquebus as a default bit of kit. And the MM from the same edition featured gun-toting hippo men (the Giff, I think).
That said, I don't remember it ever being mentioned in any specific setting.
Red Steel was a pirate setting, complete with muskets.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
If you fancy doing it go nuts. I'd not encountered gunpowder in FR specifically, and to honest I'd just kind of ruled it out as it embodies "typical D&D" for the most part, which in my head doesn't include gunpowder. If I'm wrong, then that is very interesting.
One of the reasons I brought this up was the general argument that ninja and samurai "fit" the typical D&D picture better than firearms. Or at least this seems to be a common belief out there on the filthy roads of the internet. And it's interest as the source material that spawned D&D seemed to be the polar opposite. Not that it's a case of take one, leave one, obviously.
Samurai and Ninjas were introduced in Oriental Adventures. Was made part of the FR setting if I remember correctly.
And I can think of at least one D&D module with a laser gun.
Nope. Expedition to the Barrier Peaks.
I'm just going to go ahead and green light it because we all know you're itching to do it.
I have to agree that a certain type of home brew setting is extremely annoying. I hate it when annoying opinionated DMs create some kind of world based on their fan fic obsessions. It's usually a sure sign of a bad game.
The advantage of pregen settings is that if everyone has read the source material you have a common language that will provide more emerson. I imagine that settings like Dragon Lance, Star Wars or the FR would be awesome for a bunch of people who are all really into the source material.
I personally am running a game set in the Nentire Vale of the POL setting and will just homebrew things I like into it (I think that's how they want you to play POL anyway) that way I have some pre-established destinations but also have the freedom to run my own campaign and change things on the fly. I think that's a huge advantage of home brewing or at least tinkering with pregen settings: You get a great ammount of freedom and don't feel like you're messing around with a predetermined world (I have a feeling this is a particularly big problem in FR).
Also I totally endorse this thread because I can't get enough of settings. I'm also always very curious in how all the high fantasy D&D settings like FR, DL, and GH really differ.
So far I've just got a hypercognitive gunslinger samurai assassin inspired by The Warrior's Way.
Or natives that have turned to worshipping a supercomputer that got dropped on them in the convergence? Bonus points for making them partially cybernetic.
Cow Boys that are actual super-intelligent cows.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
This is also their Achilles heel, as I know fuck all about Dragonlance and I don't want to have to read the entire back catalogue of poorly written fiction just so I can follow the setting more easily. It's an issue that grows as a setting expands.
And yet, not all of the setting guides want to include a brief setting summary. So for example, the 3e FR book didn't have a couple of pages at the start to detailing exactly what makes this setting unique. Eberron, however, did, I'm almost certain that in the first chapter it explicitly had a list of key elements to Eberron including things like "There was a huge war which has really changed the world", "Warforged have just been recognised as citizens" and "There are trains"
There are some western plot idea's here. They were originally intended for Deadlands, but could be adapted to a Western themed Gamma world with a minimum of effort.
I've also played a SAGA game where we weren't allowed to deviate from cannon. Except two of us at the table had no idea what cannon was. The DM fairly quickly learned not to put us in any sort of conflict at all with NPCs we weren't allowed to kill for cannon reasons.
That's a big problem with any setting that has cannon and/or an overarching meta-plot. If the PC's don't know said meta-plot they're going to go off and do what they want without regard to what the overall setting story is. You just gotta remember that regardless of what the setting says, it's your game and you can play it how you want.
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Do what I did. Involve the players in the creation of the campaign setting. Aegis gave me some great ideas and filled out some areas of my campaign setting based on the enemies and allies I asked each of my players to create. One of which is: Underdeep.
For my homebrews in the past I was FAR too constrained by my own ideas about the world, and fell prey to those things everyone's mentioning as disliking about them. Over time I've tried to put as much creative power in the hands of the players as possible, oftentimes providing a few key features and letting them go wild at that point (oh you're playing a goliath? yeah they're sort of like fjord-dwelling vikings. go!). Sometimes they latch onto the idea and run with it, other times there's nothing at all. I really just try to make it the group's world, not just my world.
Similarly I try to not put too much detail into the different locations in the setting, letting them sort of develop organically as the PCs explore and discover new areas. Maybe that forest has a name on the map, but hell if I know what's going on inside it until the PCs decide to go there. It requires some fast and loose DMing, but I think the results are a lot better than detailing every single little thing.
All I can think of for a name for the gas giant thing is NO, and it's awful but it just keeps flapping back to me.
Tricky? It's simple. They either do it or they don't get to play.