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| OCyrus198904-10-08, 04:27 PM | Hi everyone, I was wondering if people could offer some ideas for a campaign that I'm looking to start in a few months. The idea that I have now is to have a standard material plane world which through mystery or magic has become connected to alternate versions of itself which are overlapping various parts of the continent. For instance, a major city just north of the capitol city has been replaced with a sunless, dark copy of the capitol, which is now a vast necropolis. I'd like to create other alternate realities than just an evil one, though. The idea was adapted (or stolen, whatever) from the current MTG blocks of Lorwyn and Shadowmoor. If anyone has any suggestions of how to pull this off, or of specific ideas to include, I would greatly appreciate them. A few other things I should probably mention: -Dwarves, Gnomes, Orcs, and Halflings don't exist. There are other races, such as Faeries (smaller than Pixies) and Flamekin, which have replaced them, and other races such as Goblins and Elves have been modified. -The BBEG is a lich sorcerer, but I have yet to establish a motivation or personality or anything for him -I'm hoping that this campaign will go on for a while, from level 5 preferably to epic levels Thank you all! :) |
| Tovec04-10-08, 10:09 PM | Hi everyone, I was wondering if people could offer some ideas for a campaign that I'm looking to start in a few months. The idea that I have now is to have a standard material plane world which through mystery or magic has become connected to alternate versions of itself which are overlapping various parts of the continent. For instance, a major city just north of the capitol city has been replaced with a sunless, dark copy of the capitol, which is now a vast necropolis. I'd like to create other alternate realities than just an evil one, though. The idea was adapted (or stolen, whatever) from the current MTG blocks of Lorwyn and Shadowmoor. If anyone has any suggestions of how to pull this off, or of specific ideas to include, I would greatly appreciate them. A few other things I should probably mention: -Dwarves, Gnomes, Orcs, and Halflings don't exist. There are other races, such as Faeries (smaller than Pixies) and Flamekin, which have replaced them, and other races such as Goblins and Elves have been modified. -The BBEG is a lich sorcerer, but I have yet to establish a motivation or personality or anything for him -I'm hoping that this campaign will go on for a while, from level 5 preferably to epic levels Thank you all! :) So are you looking for other aspects of realities that could be added to one city? Nature is always good; unmitigated, uncontrolled and over-running nature. How about where animals are dominant and can talk, humans are foreign to them. If you are looking for suggestions for the world/universe at large then I would suggest taking a look at the main campaign settings for things that are a little out of place or unique and adding/modifying them to fit your game. Ex? Dark Sun, magic destroys part of the world everytime its used. As for the BBEG's motives, is for the sake of evil no longer a good enough reason? |
| Patrick Draken-Korin04-11-08, 02:04 PM | If you ever want to have the PC shift between realities and not notice immediately, a good method is to take some historical event (say 250 to 300 years ago) at a distant location (other end of the continent) which happened differently. You can have mirror-clones or not, as you want, but just walking down a street to find a city that doesn't match up can be interesting. Then you can add things like one world has a Tibet-style controversy between elves and goblins, but the next world has the two groups locked in a war going back three decades. - For alternate power groups; Genies are good (and genasi-style plane touched, which are in the Forgotten Realms). Try using a minor race out of one of the "Races of" books or from a monster manual for something that is little known to most players. - Replace the leaders of different nations with dragons, then throw in a second world where dragons rule from behind the scenes. - Change a city's location; just jump it across a river or a mile further into the mountains. Or replace a surface city with an underground one. - Add a cataclysm world (clichéd I'll admit, but then twist it); few died from the devastating event, they instead abandoned the world and took over another material plane (makes for an additional double-populated plane with or without mirror clones). As for the BBEG, he's from some backwater reality and needs to find some artifact or secret to do something. - Corrupted angle; he was a moderately good adventurer but tragedy struck, he turned himself into a lich and went searching for the mcguffin to "fix things". - Maybe his native reality is one where undead aren't shunned/evil and he's trying to throw out some avenging paladin type who are messing things up. - Maybe he's nuts. Insane villains work as "he's just evil", even when few others do. - Make him a mirror of someone that the PC's know, but an altered mirror (male instead of female, 50 years older, different parent (one same, one different), making it harder to notice the mirrorness. |
| OCyrus198904-12-08, 08:27 AM | Thank you very much for your responses, they have been helpful. So are you looking for other aspects of realities that could be added to one city? Nature is always good; unmitigated, uncontrolled and over-running nature. How about where animals are dominant and can talk, humans are foreign to them. I've actually been wanting to do that for a long time, but have never had an effective way of doing so (because for some reason the other people in my group insist on playing non-druids :confused: ) If you ever want to have the PC shift between realities and not notice immediately, a good method is to take some historical event (say 250 to 300 years ago) at a distant location (other end of the continent) which happened differently. I like it. I like it a lot. For the shadow copy of the world, however, it's going to be more like "It was a sunny day but now it's freaking dark." For the more subtle differences, though, I like it. - For alternate power groups; Genies are good (and genasi-style plane touched, which are in the Forgotten Realms). Try using a minor race out of one of the "Races of" books or from a monster manual for something that is little known to most players. Also good. I could just put dwarves, gnomes, and halflings back too :D . But I've statted a couple new races, so that should help. - Change a city's location; just jump it across a river or a mile further into the mountains. Or replace a surface city with an underground one. Yes. Or a floating one. As for the BBEG, he's from some backwater reality and needs to find some artifact or secret to do something. - Corrupted angle; he was a moderately good adventurer but tragedy struck, he turned himself into a lich and went searching for the mcguffin to "fix things". - Maybe his native reality is one where undead aren't shunned/evil and he's trying to throw out some avenging paladin type who are messing things up. - Maybe he's nuts. Insane villains work as "he's just evil", even when few others do. - Make him a mirror of someone that the PC's know, but an altered mirror (male instead of female, 50 years older, different parent (one same, one different), making it harder to notice the mirrorness. I like the first and third, but I like the fourth most, even though that would require me to restat him. But that would definitely cause some seizures in my group. :evillaugh You guys have been really helpful, but I'm looking for more ideas because I don't want to end up railroading, so keep em coming! |
| Patrick Draken-Korin04-12-08, 07:47 PM | Oh, not railroading is easy with alternate realities; unlike most campaigns if the PC's mess up or miss a major plot point they can just abandon the world for a while. Especially if use use the twisted-mirror idea I suggested; the lich would regularly bump into the PC's just because (fate or the lich is intentionally interfering with them, or they are interfering with the lich), so if one world gets overrun by zombies or another suffers some cataclysm, the PC's can leave and go back with reinforcements or at a higher level. Basically; A) set some reason for the lich to bother them or them to bother the lich, and then B) allow the PC's and the lich to collide when things are reasonable, with side-quests and plot happening along the way. Other ways to change a world; - Altered landscapes (rather than a a desert rather than an ocean, therefore different culture and different power groups). - Altered landmarks (a crater caused by magical devastation or a fortress of unknown origin rather than an enchanted grove). - Altered people (world without humans; all of their roles are filled with gnomes or something, meaning humans are out of place and cultural divergences abound). - Photo-negative worlds; mountains become valleys, or land and water trade places, or deserts and forests trade places, or all of the orcs and goblin territories are the hearts of civilization and the elves all live as barbarians. - Technology level; high magic, low magic, eberron-esq magic, no magic, high tech, low tech, no technology (rock-pointed spears). |
| OCyrus198904-16-08, 12:06 PM | Other ways to change a world; - Altered landscapes (rather than a a desert rather than an ocean, therefore different culture and different power groups). - Altered landmarks (a crater caused by magical devastation or a fortress of unknown origin rather than an enchanted grove). - Altered people (world without humans; all of their roles are filled with gnomes or something, meaning humans are out of place and cultural divergences abound). - Photo-negative worlds; mountains become valleys, or land and water trade places, or deserts and forests trade places, or all of the orcs and goblin territories are the hearts of civilization and the elves all live as barbarians. - Technology level; high magic, low magic, eberron-esq magic, no magic, high tech, low tech, no technology (rock-pointed spears). I like all of these ideas. However, the plan now is to have like, 2 or 3 alternate universes right now. I might introduce more later as the PC's interfere, though. Anyone else have anything? |
| Moose_Fisher04-19-08, 03:35 PM | Maybe it's just me, but alternate universes carry a negative tone. Why not include a good alternate universe? Races accustomed to greater civil rights, good samaritans, or good clones of the party would make the party wonder if thier universe is the right one. |
| OCyrus198904-20-08, 10:28 AM | Maybe it's just me, but alternate universes carry a negative tone. Why not include a good alternate universe? Races accustomed to greater civil rights, good samaritans, or good clones of the party would make the party wonder if thier universe is the right one. I like this idea a lot, because it would be great to have a break from "The world wants to kill you", and my players are paranoid enough to think there's always something wrong (why Call of Cthulhu only lasted 5 sessions lol). |
| OCyrus198904-22-08, 05:58 PM | Okay, so that's taken care of. Next question: how should the other worlds be accessed (special artifact, etc)? The method should be accessible to the PC's, and more effectively by the BBEG. Suggestions wanted please! |
| dawnbringer04-23-08, 07:32 PM | One idea could be if one person dies in one reality, all his mirrors in other realities could die too. |
| Patrick Draken-Korin04-23-08, 07:55 PM | Or the opposite. In the apprentice adept series by Piers Anthony, the only people that can switch between the two worlds are those that have one dead and the other alive (and later the descendants of one person (pair) who traded places when everything nearly came apart. An artifact is good; you can either have something with a code-sequence like the stargate with only a few valid destinations among hundreds or millions of combinations, or you could set it that the artifact creates controlled portals, whereas most portals open at random times. Or you could use a form of incantations (out of unearthed arcana), portals exist around the world, but opening them requires a unique ritual for each (however some open more easily than others, at least in one direction). Then there's also travel using the deep ethereal or a "deep" region of the plane of shadow. How you get there may prove difficult, however. Another option would be some sort of planeswalker feat, where a creature that has this feat can travel from one reality to another known reality by working a ritual or just concentrating. Then there's also the idea that places between realities get "thin" and simply walking down the street or through a patch of woods might cross between realities. This thinning could be caused by overuse of magic or when an individual dies and their duplicate is nearby, or just happen in a fractal manner (inter-dimensional weather). Personally, I'd take three or more of these ideas, and use them all, as possibilities. But the players wouldn't know what caused the initial jump (inter-dimensional weather works for this), and they have to track down a means of returning to their world. |
| Moose_Fisher04-23-08, 09:15 PM | Planescape had portals to the planes all over the place. The only problem was finding the key. Finding a key can be an adventure in itself, as they can be anything from a physical object to thinking of your first kiss. Once you found a key to the portal you wanted, there was still danger. Some portals are one-way, some switch where they are connected (but don't change while activated), and some exit into certain peril (off a cliff face, for example). |
| OCyrus198904-24-08, 11:49 AM | Or the opposite. In the apprentice adept series by Piers Anthony, the only people that can switch between the two worlds are those that have one dead and the other alive (and later the descendants of one person (pair) who traded places when everything nearly came apart. An artifact is good; you can either have something with a code-sequence like the stargate with only a few valid destinations among hundreds or millions of combinations, or you could set it that the artifact creates controlled portals, whereas most portals open at random times. Or you could use a form of incantations (out of unearthed arcana), portals exist around the world, but opening them requires a unique ritual for each (however some open more easily than others, at least in one direction). Then there's also travel using the deep ethereal or a "deep" region of the plane of shadow. How you get there may prove difficult, however. Another option would be some sort of planeswalker feat, where a creature that has this feat can travel from one reality to another known reality by working a ritual or just concentrating. Then there's also the idea that places between realities get "thin" and simply walking down the street or through a patch of woods might cross between realities. This thinning could be caused by overuse of magic or when an individual dies and their duplicate is nearby, or just happen in a fractal manner (inter-dimensional weather). Personally, I'd take three or more of these ideas, and use them all, as possibilities. But the players wouldn't know what caused the initial jump (inter-dimensional weather works for this), and they have to track down a means of returning to their world. What I'm thinking now is to have random portals or areas of temporal thinness to start, then have an artifact or rare gemstone as a key for later. I want to work in a way to have alignment restrictions though (to create additional complications lol), so I may have the stones as a sort of battery for a more complex device. I may work in a feat too, but that would represent the complication that such power has been forgotten by just about everyone and thus would need crazy prereqs. I'm not sure whether I'm gonna use mirror doubles or not yet, since some worlds are going to have different races and such. I'm toying with it though. However, if only one is allowed to exist at a time, that creates complications for when a character dies with his double showing up. And if all die when one dies, if the double's village gets sacked by a banshee or the BBEG, a PC dies for no good reason (could be an adventure basis though :plotting: ) All of these have been very helpful, though, thanks again! |
| OCyrus198905-01-08, 10:31 AM | Okay, one more question and then I'm done (I swear! :rolleyes: ) I need to figure out societal relations between the races: who should be dominant, who should hate who, etc. Here's the basic personality guidelines I have thought of so far (but feel free to offer suggestions to change that too). This is only for the basic material plane, the rest will be tweaked accordingly. Humans - flexible, enjoy being in control Elves - magic-and-tree-loving swordsmen as always, want a personality tweak to give them flavor Half-Elves - somewhere in between Goblins - quick-witted inventors of mechanical objects and magic items (especially ones that go boom) Lizardfolk - used to be allied with hobgoblins, most have since moved back to civilization but people still hate them Merfolk - flexible tradesmen, friendly enough but not above trickery Flamekin - nature loving spiritualists, think Lorwyn, or traditional elves on crack Pixies - not always good now, but generally fun loving and tricky, also think Lorwyn, but assimilated to some degree into the society of others There are other races too, but I have them pretty much figured out: Hobgoblins - everyone hates them Ogres - everyone hates them more Caterans - no one knows where they came from, they're just kind of mercenaries on steroids right now... Treants - like trees and druids, are terrifying with class levels These are the ideas I have right now, please please PLEASE make suggestions. I'm looking for some manner of centuries old racial conflict. Thank you again! :D |
| Patrick Draken-Korin05-03-08, 01:05 AM | In no particular order; Merfolk- Consider that the surface dwellers mostly meet the merfolk tradesmen and explorers; this could influence the perception of surface dwelling people toward them. Goblins- Do you play WOW?:D You could steal ideas from the krynnish gnomes, as well. Lizardfolk- Were they tricked, or mercenaries, or are they just sorta-reformed jerks? Elves- Well, one quirk could be an aversion to fire (like the Yuuzhan Vong); they're magical right? Magical fires (especially the whole non-fire that is continuous flame) are controlled, whereas non-magical fires are "evil". I'm not sure whether I'm gonna use mirror doubles or not yet, since some worlds are going to have different races and such. I'm toying with it though. However, if only one is allowed to exist at a time, that creates complications for when a character dies with his double showing up. And if all die when one dies, if the double's village gets sacked by a banshee or the BBEG, a PC dies for no good reason (could be an adventure basis though )As for mirror doubles, If you don't restrict yourself to a single manner of moving between alternate realities, you can have one function in manner A, another in manner B, and a third in manner C A- Shift freely (no restrictions penalties) B- Only shift to a place where you're clone (if one exists) is dead; you can't exist in the same world twice. Also prevents resurrection of the dead alternate. If one or the other leaves and returns by manner A, no more difficulties. C- duplicate present problems; you can shift to a world where you already exist, however this causes both alternates to sicken (make up a disease, can't be cured while both are in the same reality) or affects their sanity or something. If one or the other leaves and returns by manner A, no more difficulties. Manner A could be caused by an artifact, carefully cast rituals or permanent portal effects. Manner B could be resultant upon shifting when the barriers between realities are thin. Manner C could occur as a side effect when ritual is cast incorrectly or when certain creatures use innate abilities to travel between realities. Then you can have the initial manner of travel (the party passes through a thinness of the borders of reality after their alternates are massacred while adventuring), and then later finds that it is in fact possible to meet yourself, only to later have to deal with a pair going mad after a ritual seemed to work, but didn't really. Or something. |