01-08-2020, 09:45 AM | #21 | ||||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Suggestions for small campaign world setting?
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My go-to for a small campaign setting is for it to be post-apocalyptic. Especially with magic, it can make plenty of sense in a low TL game. Some event, plague, whatever wiped out 99% of the population and reduced most of the area to wasteland, deadly forests, whatever filled with mutants, monsters, undead, whatever. You can have a very diverse population based on the idea that the population was very diverse before the End, and I like to make very clear-cut factions that want to restore order, prosperity, whatever to the affected region. Funny enough, this was inspired by a game very similar to Path of Exile—it was inspired by Grim Dawn. Of course, I was also very much inspired by Nausicaä of the Valley of the Wind and The Mercy Dolls from Pyramid #3/90: After the End. A few major factions that are a town or two with some satellite villages, a bunch of hostile wasteland, and a magical/mutated forest that lets off spores that mutate living creatures that inhale them (and most monsters are considered mutants). For your setting, it could be a magical apocalypse, and that would explain why there aren't any magical institutions. (Dark Sun, anyone?) Keep the hostile wasteland and the magical/mutated forest to separate some of the factions and limit the area of the "known world", or, of course, you could put this on an island. It sounds like you want elves and dwarves, but it shouldn't be too hard to squeeze in orcs or halflings if you want to. I'm assuming you're stopping there, though. Some radical elves went to live in the mutated forest, becoming mutants in the process, and now call themselves the Fae. (Or, if you want, these could be the orcs—in Tolkien's work, they are corrupted elves, so why not?) Maybe they ingest spores to communicate with the forest, maybe that makes them a hivemind. They mostly keep to themselves, but their agenda is probably to spread the forest. Some radical dwarves live underground beneath the wastelands, believing that the surface has been tainted, including the civilizations that most believe aren't. That would put them at odds with most surface-folk, but especially the aforementioned elves. Now we have an elf-dwarf rivalry! Classic! Humans dominate the safer parts of the surface, of course. They have a "kingdom" made of two towns and a dozen or so villages. Some elves and dwarves remained as well. In this kingdom, there is a group of people who are fighting to put magic back in a positive light. Sure, it caused the apocalypse, but that's because it wasn't understood enough. It's going to take magic to fix a problem caused by magic! If the PCs have magical gifts, they'll want to work with these underdogs, which could be really fun. If you want to squeeze in orcs and halflings, there are plenty of ways to do it. I'd be tempted to say that the forest mutated those elves into orcs and that something underground mutated those dwarves into trolls (while the height difference seems strange, some dwarves live underground and trolls don't like the sun, so I could see that working—if not, make them troll-like goblins). There is one big surface kingdom split into three factions. The first is mostly humans and dwarves, and they think that magic should be left behind. The second is a town of mostly humans and elves, and they think that magic should be better understood and used to fix the calamity. The third is some villages of halflings that don't really care either way, but each faction is trying to get the halflings to support their faction for the tipping point. For fun, there are also some halfling raiders—the sneaky and tricksy ones—living out in the wastelands.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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01-09-2020, 02:08 AM | #22 |
Join Date: Nov 2011
Location: Frederick, MD
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Re: Suggestions for small campaign world setting?
Yes, at TL3 mutations present as magic, as do high TL artifacts. I am a little surprised that there are not more GURPS native resources that take advantage of this.
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gamma world, metamorphosis alpha |
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