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#1 |
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Banned
Join Date: Mar 2005
Location: Athens, GA
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I'm curious about the campaign settings people use for DF. Exactly how do you go about creating a world that has lots of interesting abandoned ruins loaded with goodies and baddies?
I was considering a continent of folks who fell under the influences of the elder gods, devolved into subhuman troglodytes and now their lands are up for grabs.... |
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#2 |
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Join Date: Jun 2006
Location: Montreal, Canada
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I think the easiest way to handle ruins and lairs would be a world that went from a period of prosperity to a period of dark ages created by massive wars or natural disasters. A world like this would have a lot of historical records missing and plenty of abandonned castles, ruins and cities.
A quick example like this is the world of Krynn from Dragonlance where a foolish priest angered the gods and it resulted into a major catastrophe; cities sinking into the earth, mountains popping where there was none before, major geographical changes, etc. |
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#3 | |
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Join Date: Aug 2004
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#4 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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I've always wanted to run a game where an insular society suffers some crisis and needs to seed adventures into the world, only to discover that their community is inside a huge subterranean realm, or cyclopean ruin.
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#5 |
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Join Date: Apr 2007
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Someone posted a setting idea on these boards to justify the Dungeon Fantasy style that I thought was cool.
http://forums.sjgames.com/showthread...8&page=1&pp=10 |
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#6 | |
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Join Date: Aug 2004
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Actually, enumerating the types of past civilizations, what types of ruins they would leave behind, and how they fell would be another useful exercise. I'll start - 1) Pseudo-Roman Empire (Tiberians? Quirinians?) with strong use of college-based magics including use of Earth spells to create a system of roads. Leaves behind buildings and entire cities and towns of strong stone or wood construction, frequently with a central atrium area open to the sky, frequently buried by hostile action using Entombment or other Earth magic. Fell in the War of the Trees (Oak vs. Olive), when rampaging hordes of Druid-backed barbarians (small b- not all of them were SM+1) not only sacked most of the cities but also covered them with rapidly sprouting forests. |
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#7 | |
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Join Date: Jan 2008
Location: New Hampshire: Home of the Pretty Leaves!
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__________________
"If we weren't all crazy, we'd all go insane." -Jimmy Buffet, Changes in Latitudes, Changes in Attitudes |
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#8 | |
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Join Date: Jan 2008
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#9 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Now, those communities that survived have recovered and expended to the point where there are 'surplus' young people with no prospects for settled employment and enough wealth to be able to outfit themselves and explore for loot in the abandoned and/or destroyed cities and fortresses of their ancestors and the followers of the dark gods. The monsters remain, and even thrive, making life exciting in the wildernesses, and even pushing other, lesser, monsters down into the settled lands (mainly orcs pushing goblins into civilsed country), providing another source of adventure. That's the gist of my current fantasy campaign.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#10 | |
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Join Date: Jan 2008
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My magic system has spells that scale power exponentially with difficulty instead of linearly (more like AD&D "strategic" magic than GURPS "tactical"). Think "hacking the universe's operating system code." It's also a lot more expensive than standard GURPS magic in terms of point-values (more expensive than Powers in most cases). But I digress--suffice to say that magic can potentially cause huge geophysical alterations like volcanoes, ice ages, California falling into the sea... Take a medieval fantasy world. One day and for no apparent reason, across an area the size of France, underground "dungeons" begin appearing. These dungeons are, initial investigations reveal, usually full of hostile creatures as well as treasure. There's not enough food in the dungeons to support the monsters that are there, and no good reason they should have the treasure they do--but somehow they do. So far, most dungeon inhabitants don't seem interested in leaving the dungeon and invading the "real world," and while that could change at any time, the political Powers That Be don't think now is the right time to spend "blood and treasure" in clearing these potential threats. Thus. "Adventurers" are commissioned with letters of marque to clear these threats out, if they can. By acknowledging the basic craziness of dungeoneering, you can fit it into the real world while explaining why the Powers That Be don't give you a *real* army for the job, and without ruling out sinister invasion plots that might indeed make calling up real armies worthwhile at some point. -Max |
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