
Oz Folklore |

Been A dungeon master for 15 years love coming up with story's that are fun and thought provoking. Was thinking about making one for some people on here. So post what setting you would like to play in Fantasy, Modern, Postapocalyptic, Western, Si-fi, Starways,or Anything you can think of. Then tell me what you would like to play as. Ideas that are new and intresting will grab my attention. Give me a few good ideas and I might base a champain off of you.Can't wait to see your idea's

DoubleGold |

horror, with maps and ideas taken from various modules and aps. As well as homebrewed maps. As well as video game maps.
For example part carrion crown with some of those maps with extra areas and enemies added in by you, and part mummy's maks with some of those maps with extra areas and enemies added in by you, and part tomb of horrors. Some sections of the game you create your own maps and enemies. Or parts of the game coming from video games, like going through the mansion of Resident evil 2, though you will want more than just zombies as just the enemy.

Vrog Skyreaver |

I would like to play a game that changes the default setting, or that monkeys around with the standard fantasy tropes (i.e. races have different outlooks on the world, or certain races don't exist and have been replaced by others in the ecology).
I've been playing a lot of fantasy games lately; I have the hankering to play a super hero rpg, or a super hero in a non-fantasy rpg.

Viluki |

alright GM, here is my idea. I am looking for a "survival game",we have guns, alchemy and a lot of grit and that is about it... This might also incorporate a little bit of Kingmaker later on (or more accurately city-state maker).
During a time of great tumult and chaos the elven race spread across the world, their unique physiology allowing them to adapt to any environment. The elves who took to the deserts became the sand elves, those who arrived on the coasts the sea elves and so on... Yet unknown to the world another group existed, they fled deep into the depths to escape the horrors of the elven home continent which had been overrun by demons.
In the darkness they changed, the magic stifling radiation that permeates the Deeps left it's mark upon them. Soon they forgot even the existence of gods and magic, instead they embraced alchemy and the powerful sciences of the "Founders". An ancient race who ruled the Deeps for millenia before disappearing, no one knows what occurred...
The Drow (Deep Elves) would become the dominant race in the Deeps, fighting many wars against the degenerate Derro and insane Duergar. However the deepest lair of the Deeps remains under the control of the aberrant abominations (beholders and worse). To fend of these horrors requires the Drow to man the Maw a massive fortification between the middle and deep layers.
Drow are at least in this incarnation are race that tends to neither good nor evil to the Drow what matters is family, cabal and city-state in that order. The Drow don't fight for glory, they fight for survival. Aggression from all fronts means that the Drow do not fight amongst themselves (at least in an organized way), city-states may be rivals but they won't actively seek to kill each other.
The Drow fight to survive, their entire military strategy is built on survival followed by victory. As a result they have no concept of "honorable" combat, where as a paladin will quail at the thought of using poison Drow just see it as another tool to be exploited in the eternal struggle to survive.
To the Deep Elves war is a way of life, death is a frequent and grim reminder of the dangers that lurk in the Deeps. As a result the Drow see themselves as conquerers, trying to control and tame the Deeps in an evolutionary crucible that has defined their race.
The Drow are very advanced, without magic to help them the Drow have instead taken after the bizarre but powerful sciences of the "Founders". Where as the surface world has not an inkling of gunpowder the Drow already consider muskets to be antiquated, they march to war with revolvers, rifles and double barreled shotguns. They have also embraced alchemy, the one form of "magic" (although the Drow think of it as pure science not "arcana") that the radiation does not effect.
As a result their alchemists are far ahead of anything the surface world has, while gnomes tinkers experiment with thunderstones Drow alchemists busily manufacture advanced firearms, blackpowder and grenades. The Drow may not have clerics but their brilliant alchemists once again answered the call, Drow Medicine is extraordinarily advanced (on par with WW2 medicine technology except for x-rays).
The Founders left behind great technological ruins that the Drow use, these technological ruins taught the Drow many things and they use them to their advantage. In the city-state of Kalak the great "forge" (a massive smelting factory left behind by the Founders) is used to create alchemical metals which would astonish the greatest dwarven smiths... Yet despite their best efforts the Drow are no where near as advanced as the Founders were, they have a long way to go...
The minor city-state of Phelthos has been overrun by the Tide, in the depths of this city-state of Drow outcasts was unearthed a great vault of the Founders. Many residents thought that their luck had finally turned, explorers were sent to investigate the vault... Then the Tide a black surge of unstoppable ooze boiled up, the entire city evacuated but not before suffering nearly 500 deaths as both the Tide and the resulting Drow mutants that emerged from the ooze laid waste to Phelthos...
Now 3000 Drow refugees have only one option, climb. With no where to go the Drow must climb upwards to find a new place to settle... In the process of this journey they will face the remnants of the Duergar and Derro and other horrors... They will also discover a "new" land, one where stone is not the ceiling...
GM your thoughts?

SilvercatMoonpaw |
Modern, but set in a fantasy world that has progressed to a level of technology comparable to right now. Magitech or mundanetech doesn't matter.
Very high magic setting. Probably something comparable to sci-fi except the magical tech doesn't mimic mundanetech (i.e. you have an animated broom rather than a magical robot vacuumcleaner).

SAMAS |

An idea I've had kicking in my head for a while:
It's kind of a Multiplanar-Space Science Fantasy I call Wild Space.
Imagine a Fantasy world being pulled apart by various extraplanar visitors/invaders: A group of pirates and slavers hiding out in a continental kingdom in Wild Space; A vengeful Modern Earth searching for the extraordinary invaders who attacked it, A Steampunk-magic Empire seeking new frontiers, and a high-Magitech Federation stretched to the limits trying to keep the peace.
Keeping these and other worlds so close, yet so far away is Wild Space, the interdimensional gulf of swirling energies and remnants of lost worlds. Depending on the distance traveled, getting around can be as simple as climbing and leaping from stone to mountain to island, slipping through twisting fold corridors, or braving the impossible gulfs in a vehicle of some kind.

Tamilius Zantamia |

Something post-apocalyptic...really, just a good PA like Exodus or even GURPS. Something that focuses on scavenging for loot and stuff. I'd probably play a pre-war mutant or some type of merchant character.
An apocalyptic game where you survive and stuff. Like above, but...really anything that is apocalyptic, post- or otherwise. Or a modern game where you are, I dunno, spies. Or anything. Or maybe I'd play, in this type of game, just a regular person. Maybe a cop or a ranger. Or a hacker.
A sci-fi sandbox, please! We could have ships and explore and trade and stuff! A MERCHANT AND EXPLORER. I'd sell star sharts and mineral rights and carry cargo into dsngerous regions :D
A fantasy game with lots of exploring. Low-magic, but lots of otherworldly creatures. And lots of swamps and mountains. And sandbox exploring, I also like monsters. And plant monsters. Something...mysteries, wonderous, that uses non-traditional monsters,so there is something new. Maybe some kingdom budilng later, but mostly explorngi. Wilderlands is a great example. Wilderlands is god! Probably a druid or something. If it made use of wilderness survival rules or somethign, druid would be a nice character. Yeah, I like nature oriented characters. I'd have a cute baby Treant companion ^_^
Something horror would be cool. Fantasy low-magic, modernish. But not the usual ghosts or serial killers. But like demons, ghosts, zombies, and stuff. Ancient horrors, genitic mutants! Maybe a hard sci-fi thing, like dead space but HARDER. Likes of spooky. Not silly frights, but something spooky. I'd like to play someone who just likes adventuring and hunting ghosts for fun. But in space, I'd be a volunteer astronaut, 'cause hot damn I love space and adventure!
Maybe a fantasy game with planar adventuring? I always wanted to adventure on the planes! :D I also like steampunk and stuff snd that is totally awesome. Probably a wizard, or some sort of clockwork android. Maybe both!
Oh, and maybe Legend of Zelds d20, Mario d20, or something else different.
I hope these suggestions help! As you saw, I got really pumped when writing this! I just loooove adventuring (and am much more serious when doing so).

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Would love some D20 futures stuff. They re-did a lot of old star frontiers fluff. used to love star frontiers. Or a post apocalyptic fantasy horror setting...
Used to run a home brew that begin inside a Dyson sphere ( so mixed high, low tech and magic), then was invaded by young gods looking for a realm of their own. Under the cosmic stress it shattered, and the pieces were sucked into a demi plane, somewhat like the astral plane but with air, and gravity that only went about 2oo feet from the land masses (only on 'top'). The sun was actually an immense portal to the plane of fire, with a HUGE hemisphere of mithral circling it to create night and day. No real sunlight so undead were very strong.
Was a lot of fun.
Pathfinder style Gamma World. Loved it too.....
Or even a space pirate shtick, but set in the Golarian solar system...

Hotaru of the Society |

Dotting. I'll see how interested my partner in crime is for joining a skypirates campaign. If so, I'd want to be an Android Investigator (You could totally tune it down if you like. It's just that the flavor fits the person I have in mind.)
***Edited to add urls***

JuanAdriel |

Any of you realized?
Thinking About New Custom Champaign Based On You
Hope you take it with humour. Have a fun game.

Azih |

I'd like to play a glavie wielding warpriest of Sheyln. Does that sound interesting?
question about the world though. What is the tone of the game? Is it more like Skies of Arcadia or more like Sundred Skies? Basically how light hearted or grimdark is it going to be do you think? Would love to flesh out the backstory of my character to fit the world.

Oz Folklore |

This is how you Should roll.
It will look like This.
Subtract the lowest of the 4.
Then you take the top 6
of them as your stats.
4d6 ⇒ (3, 1, 6, 5) = 15=14
4d6 ⇒ (1, 6, 3, 6) = 16=15 15
4d6 ⇒ (5, 2, 6, 6) = 19=17 17
4d6 ⇒ (6, 3, 4, 5) = 18=15 15
4d6 ⇒ (6, 4, 4, 4) = 18=14
4d6 ⇒ (3, 4, 5, 3) = 15=12
4d6 ⇒ (3, 3, 1, 6) = 13=10
4d6 ⇒ (3, 1, 6, 2) = 12=11
4d6 ⇒ (1, 4, 5, 4) = 14=13
4d6 ⇒ (1, 3, 3, 4) = 11=10
4d6 ⇒ (1, 3, 6, 6) = 16=15 15
4d6 ⇒ (4, 6, 4, 1) = 15=14
4d6 ⇒ (2, 4, 5, 2) = 13=11
4d6 ⇒ (6, 4, 3, 2) = 15=13
4d6 ⇒ (1, 6, 5, 4) = 16=15
4d6 ⇒ (3, 6, 5, 6) = 20=17 17
4d6 ⇒ (5, 3, 6, 6) = 20=17 17
4d6 ⇒ (5, 1, 3, 5) = 14=13
As An example of How I would like characters rolled.

Oz Folklore |
1 person marked this as a favorite. |

Azih Ajust your stats.
This Website is good to go Just run it bye me.
No Dwarfs And No Aquatic Races.
Starting gold is maxed for your lvl.

Gothnique |

4d6 ⇒ (6, 4, 4, 2) = 16=14
4d6 ⇒ (1, 6, 1, 4) = 12=11
4d6 ⇒ (2, 1, 3, 6) = 12=11
4d6 ⇒ (5, 6, 5, 6) = 22=17
4d6 ⇒ (6, 1, 6, 5) = 18=17
4d6 ⇒ (4, 1, 3, 2) = 10=9
4d6 ⇒ (5, 1, 3, 4) = 13=12
4d6 ⇒ (4, 1, 4, 6) = 15=14
4d6 ⇒ (4, 1, 6, 2) = 13=12
4d6 ⇒ (2, 4, 4, 3) = 13=11
4d6 ⇒ (1, 3, 6, 3) = 13=12
4d6 ⇒ (6, 5, 1, 5) = 17=16
4d6 ⇒ (2, 1, 4, 1) = 8=7
4d6 ⇒ (6, 3, 1, 4) = 14=13
4d6 ⇒ (4, 1, 3, 6) = 14=13
4d6 ⇒ (2, 2, 1, 1) = 6=5
4d6 ⇒ (6, 6, 3, 5) = 20=17
4d6 ⇒ (1, 3, 3, 5) = 12=11
hmmm not too bad
17
17
17
16
14
14

DoubleGold |
1 person marked this as a favorite. |

18 4d6's, taking the the 6 highest of 18? Obviously the DM wants us to be op.
stats: 4d6 ⇒ (2, 6, 2, 1) = 11 10
stats: 4d6 ⇒ (2, 4, 5, 1) = 12 11
stats: 4d6 ⇒ (5, 2, 6, 5) = 18 16
stats: 4d6 ⇒ (3, 1, 3, 4) = 11 10
stats: 4d6 ⇒ (1, 3, 2, 1) = 7 6
stats: 4d6 ⇒ (1, 2, 2, 6) = 11 10
stats: 4d6 ⇒ (6, 6, 1, 6) = 19 18
stats: 4d6 ⇒ (1, 3, 5, 1) = 10 9
stats: 4d6 ⇒ (6, 4, 5, 5) = 20 17
stats: 4d6 ⇒ (3, 2, 5, 1) = 11 10
stats: 4d6 ⇒ (5, 4, 2, 2) = 13 11
stats: 4d6 ⇒ (4, 6, 4, 4) = 18 14
stats: 4d6 ⇒ (2, 2, 4, 5) = 13 11
stats: 4d6 ⇒ (3, 5, 6, 2) = 16 14
stats: 4d6 ⇒ (3, 2, 4, 2) = 11 9
stats: 4d6 ⇒ (4, 5, 4, 5) = 18 14
stats: 4d6 ⇒ (4, 3, 2, 3) = 12 10
stats: 4d6 ⇒ (3, 5, 5, 4) = 17 14
so 18, 17, 16, 14, 14, 14