» Thu Sep 06, 2012 8:41 am
Ive only played DnD but its really fun when i do play it. My brother and roommate used to play all the time but now we all moved out to our separate places so its hard to get it going again.
I also created my own campaign setting / tabletop rules. I made a mix of D20 modern, DnD 3 edition and D20 Future all in one game. Took me a month or 2 to make all the rules and gear and stuff.
Its supposed to be a world that takes place on a planet like earth that had a cataclysmic event in the height of technology. The world blew up from the inside out turning the planet into a bunch of chunks of earth floating around an unstable gravitational core. My campaign takes place over 2000 years after the cataclysm. There is now magic in the world wheras before the world was exploded there was no magic. Its actually the magic from the core of the planet thats keeping the chunks floating around the core but not imploding on themselves.
Some chunks of the planet used to be old world cities with lots of technology, and some chunks are devoid of technology and only have tribals and people with medieval style technology.
Sometimes every now and then one chunk of planet will collide with another, and in that time the inhabitants may cross over to eachother and either trade or go to war or whatever.
In between all of the chunks of planet that are constantly moving is a constant storm that wrecks any kind of known technology once it enters. So people with aircrafts cant fly to other chunks of the planet because their craft will stop working in the storms.
Also if a person enters the "dead zone" (as i call it) with no protection of a space suit or magic or the like they will gain a mutation. Mutations can be good and bad and are random. Some people may get mutations that boost their speed, others may get mutations that make them jump really high. For every mutation there is a good effect and a bad effect. (think about this: A group of tribals culture deems that they sacrifice a person to the "dead zone" which they see as the end of the world. They throw people in the dead zone every so often to appease their imaginary gods. Well maybe those people thrown into the dead zone fall through and land on another chunk of planet. That chunk of planet is inhabited by tons of mutants who were people sacrificed by their tribes and create a culture/civilization of their own. The possibilities are endless)
There are tons of different intelligent races ranging from humans, dwarves, elves, bugbears(brutes), orkes, gnomes etc. The races dont necessarily fit the traditional style of those races in old Dnd. The culture of each group of people depends on what chunk of planet they live on. They may hate technology, hate magic, hate other races or whatnot.
There are also no deities. Though there may be "gods". As in a certain "god" rules over a land of people who worship him. The player may find out that this god is actually just a guy in power armor with a plasma rifle in a land where people only have swords and bows, so the civilization sees and reveres him as a god. This can make a scenario where the players will have to unmask this 'god' for what he really is.
Most of the chunks of planets are just post apocalyptic cities that are massive. (imagine this planet was sort of like coruscant from star wars and then gets exploded into 500 chunks of planet that float around this graviational core with a constant storm going in between the chunks. Some chunks of planets are nothing but a giant ruin of an old world city, wheras some chunks are just giant devoid deserts with constant dust storms blowing throughout.
Im actually in the process of writing a book (a series of books actually) that takes place in this world and is about a pilot from one of the 'civilized' chunks of planets who crashes his ship into the dead zone while fleeing a rebellion in his 'civilized' lands. He finds himself in some backwards land of superstitious tribal elves who think this pilot is some sort of god. Not long after he finds that there is a group of bounty hunters from his piece of land chasing him trying to capture him alive for some reason. In the process the tribals that are harboring the pilot get destroyed except for one young female shaman elf who ends up following the pilot. The pilot and the shaman are on the run through unknown lands and finds themselves caught up in politics of post apocalyptic cities and governments. Eventually they find out they are the game pieces of a much larger conspiracy that dates back to the initial destruction of the planet.
Their adventure takes them through a bunch of different lands and cultures where they meet new companions who help and hinder them on their journey. In the meantime you get to see the growing maturity of the main characters and their ambitions and powers. They will find themselves up against monsters of all kinds, including dragons out of legend (with tons of machinery attached to them in an effort to control the will of the dragons), mechs, guys with power armor, raiders, bandits and entire armies of high technolgical beings.