04-30-2022, 12:30 PM | #641 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Ideas Are Easy
Ideas are easy, especially when you just steal them from other people.
If you've seen the Dinosauria Animated series on YouTube, particularly the Making Of videos released alongside them, you might be aware that the series developed out of an idea the creator had for a video or series of videos to be called "All Days". That one would have featured a post-apocalyptic story set in the aftermath of an unspecified anomaly that caused all of Earth's history to come crashing together. The result is that the map is now a patchwork of modern ruins and prehistoric wilderness, and the original story would have featured a father saving his daughter from a tyrannosaur by luring a herd of mammoths to the scene. I think it would make a good campaign setting.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
05-01-2022, 04:56 AM | #642 |
Join Date: Apr 2022
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Re: Ideas Are Easy
Magic users are born with the ability, but every time they use magic their bodies get infused and changed by it, and if someone were to eat a magic users flesh, it would be an euphoric level of deliciousness, and also temporary conferring magical abilities to the consumer.
The more often and more powerful magic they cast, the more infused their flesh becomes, turning it into a double edged sword. You can do something regular humans can't do, but you also turn into an actual delicacy and drug for everyone else. Magic users consuming magic flesh just become extra powerful for a while. In essence, a bit like the Highlander premise, only that anyone can benefit from offing a wizard. |
05-05-2022, 01:17 PM | #643 |
Join Date: Jun 2010
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Re: Ideas Are Easy
The Cage of Truth and Consequences
Okay, a little idea for a mega-dungeon/setting. First, we have two empires at war; The Dragon Empire, which is basically Not!Fantasy!Imperial China. And more relevant to the players, The Truth League, which is basically Fantasy!NotMedieval India except their state region is Zoatharianism, especially the bit where Truth is extremely important to their culture (to the point where lying can get you the death penalty in some cases). The player characters have been imprisoned by The Truth League and got tossed into their favorite giant state prison, The Cage of Truth and Consequences. The Cage is a massive facility stationed all across a few islands with features like big mining operations (prison labor!), abandoned buildings, metal cages the size of hotels, farming operations (more prison labor!), hidden tunnels and the remains of what used to be here before the prison got built over it. The Dragon Empire also certainly has spies infiltrating here, not to mention whoever The Truth League captured and put here. The Cage of Truth and Consequences is basically the mega-dungeon the players explore and fight in, and live in too (there is an effective "town" area, for the players to rest and buy stuff, in the form of a relatively tame prisoner block with guards who are just corrupt enough to okay a black market and services). The various wings of The Cage are basically mega-dungeon "levels" or areas ("This is where we dump the political prisoners, this is where we dump the foreign drug cartel."). The constant threats to the players are a natural outcome of the usual pressure cooker environment that is a prison. The "monsters" are guards, inmates, loose wildlife, and other annoyances. Traps are a combination of crappy infrastructure, inmates getting creative and paranoid, guards trying to keep the prisoners out of restricted areas, forgotten infrastructure from before the prison was built, and intentional sabotage by Dragon Empire agents. The "treasure" is stuff like stolen supplies, contraband smuggled in, artefacts from the forgotten ruins of what came before, weird stuff mined out, raided small armories, improvised gear fashioned from magical creature corpses and salvage from crashed ships (air or water).
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05-06-2022, 10:13 AM | #644 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Ideas Are Easy
Nice.
How independent are the prisoners of the guards? Won't they get in trouble for crossing between areas?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
05-06-2022, 04:05 PM | #645 | |
Join Date: Jun 2010
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Re: Ideas Are Easy
Quote:
And it's not like you can't just cross in secret or forge the paperwork. As long as you don't escape The Cage itself, no official cares who's violence-ing up the scum where and when.
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My blog: http://tabletoprpg333.home.blog |
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05-07-2022, 11:17 PM | #646 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Ideas Are Easy
Quote:
Not that this is a bad thing, by any stretch. Who doesn't like, "Cadillacs and Dinosaurs"? https://en.wikipedia.org/wiki/Xenozoic_Tales
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 05-07-2022 at 11:25 PM. |
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05-08-2022, 04:51 AM | #647 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Ideas Are Easy
To Jerusalem!
In 867, a group of pilgrims from Wessex, Mercia and East Anglia set out on a pilgrimage to the Holy City. It will not be an easy journey - and to make it even harder the pilgrims have vowed to make the journey on foot as much as possible.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
06-06-2022, 03:12 PM | #648 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Ideas Are Easy
Knights of the Beaver King
The Rivers and streams of the land are the home of the beavers, most industrious and organized of all creatures. Their King Belruian reigns from the great city-dam of Telsuvi, sending forth builders to tame waters both upstream and down. But unflooded land and deep water alike hold dangers for beavers, home to uncivilized beasts that would hunt and destroy the beavers. The beaver knights must both dive deep into cold lakes and trek far over high hills in defense of their kingdom, facing the monsters that threaten them. And not all threats come from without... ******************************* Beaver-Knights can be run in a simplistic bunnies and burrows fashion, without technology, but it was originally envisioned with the knights wielding iron swords and spears and fighting monsters not limited to real animals. Beavers are comfortable both on land and in the water, which is a big part of what I wanted to explore, and gives the PC's both more tools to work with and more possible enemies to fight.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
06-10-2022, 01:03 PM | #649 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Ideas Are Easy
Reign of Hauntings
A Haunting is a terrible creature, laden with power and untouchable by mere blades of iron. A haunting will descend upon a site, and begin warping the creatures there to suit its needs. The resulting creations are spiteful, violent, and bloodthirsty. They are often bestowed with an instinctual hatred of humanity. Its strongest monsters are ravening and savage, lacking a true sense of self preservation. Some weaker creations may cooperate with each other, at least for a short while, before the Haunting drives them to attack in bands and armies to slay humans and bring back captives to the haunting's site. For the Haunting itself is intelligent, and it has a dark purpose: hauntings reproduce by killing a large number of humans and shaping their souls into another haunting. They seek to eat communities and destroy their inhabitants in the most thoroughly possible manner. This is why it is forbidden for more than 999 people to gather in one place: The haunting can kill enough humans in one place to make a new one. Of course, humans are not defenseless against Hauntings. The monsters they create can be slain, and if a band can reach the center of a haunting's current residence, the haunting can be trapped in a heavy construction of glass and iron via a ritual. These captures are great triumphs, as large amounts of magical energy can be regularly extracted from the imprisoned Haunting. Many communities carry around these hauntings, keeping their prison safe and benefitting from steady flow of Paut. Other Hauntings are aware of this practice, and they may attempt to free others, though for what purpose is unknown. ******************************************* This is pretty much a DF setting, where each dungeon has a mystical core that can be removed to end the flow of monsters. It provides a steady flow of both magical resources and monsters, and the political setup is conveniental lite, while allowing deep cultural stories about the fates of communities.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
06-10-2022, 03:33 PM | #650 |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Ideas Are Easy
I like this. It's like a DF version of Voodoo's corrupters (which I also like, a lot), only made nastier to fit in with DF's cinematic action sensibilities.
Were I inclined to run a straight(-ish) fantasy campaign, ever again, I'd swipe this notion.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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