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Post by Drozgul on Dec 16, 2009 6:46:11 GMT -5
Throw down a hook or two, to get everyone's creative juices flowing.
It may just be the start of your next gaming group for this setting.
What about a theme to go with it?
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Post by roborob on Dec 18, 2009 19:46:41 GMT -5
I do like futuristic or modern settings and usually take the modernization rules from the dmg (3.5E). but throw in a dash of the star wars d20 and do a space has been colonized game. not the star wars universe but one the gm has made from concepts from several si fi movies
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Post by xenocide on Mar 29, 2010 8:00:48 GMT -5
in one of the next games i run, there is going to be races that are going extinct.elves, dwarves, giants.... who knows what all. it makes it interesting to see what characters of that race do, what idiosyncracies they develop.
some hooks that i use at times vary from player to player. a worshiper of a good deity walks a fine line of being evil- an evil deity might try to sway them. a pc does something truely and outright evil for no reason- and become tainted in the process. on the other hand, someone normally completely amoral does something truely for the good of another, they are rewarded. but that also has to work with the way your camp/setting runs.
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Post by xenocide on Aug 4, 2010 16:19:53 GMT -5
ive been toying around with some ideas, and while they arent massive stories, they can drive shorter campains or be something that happens along the way in a larger story:
the group is traveling through a known haunted wood. the group is attacked and once they are on the verge of defeat, a seemingly youthful pally saves them. he is respectful, kind, and helpfull. after a while the group comes on the keep of a necromancer that has been tormenting the souls in the woods. they defeat the necromancer just as the sun rises. they see the pally melt away, finding out that he had been undead himself, bound to the land until the necromancer that killed his order was slain.
seems i dont have time to post more. i will most certainly do so though!
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Post by xenocide on Aug 4, 2010 16:47:36 GMT -5
yay! more free time! another idea ive been messing with:
the group is asked to escort a small caravan to another town, roughly 8-10 days away. after they agree, they prepare for the trip and head to meet the leader of the caravan. as they walk up to the man, they notice the large quantity of filthy, week, and sickly people around. upon questioning, the group finds out that the man is a slave trafficer, and they signed up for guard duity for a slave drive! how the pcs go about the rest is up to them and the dm. do they do what they agreed to do? do they ditch that plan and free the slaves? is there someone else guarding the slaves that plans to free them already? are the other guards all completely indeared to the leader, so that the only way to free the slaves is to kill the slave driver? so, so many possibilities. so, so much fun.
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