Campaign ideas thread? Campaign ideas thread.
Campaign ideas thread? Campaign ideas thread
I'll bite, here's one I just made up off the top of my head.
>Monsters and demons and shit have been ravaging the kingdom
>Players have to act as clean up, kill these strange, alien creatures
>Finally manage to find the source, a wizard in a tower deep in a distant mountain range
>After a perilous journey they fight their way to the inner sanctum
>He's actually super chill and very surprised they are there, frightened and confused that they want to murder him
>He's been experimenting with extradimensional magic and accidentally made a hole
>Didn't realize that creatures are leaking elsewhere in the world
>He can't close the portal in his sanctum, something is keeping it open on the other side
>Players now have to go through the nightmare world that's connected to theirs and destroy whatever is on the other side
I like it. The "BBEG causing these monsters to spawn is actually a clueless albeit chill dude" idea.
There's a tyrant, a recent coup attempt, and a shitload of hangings day in and day out on the Nevergreen tree in the middle of town.
Lately all the water in the city turns into blood and back every now and again. Sometimes it stays blood for a few days at a time.
There's vampires in the city. They love this shit and some will claim credit for themselves or their god. If the party actually manages to get in touch with the vampire god he's pretty unhappy with the whole thing. Vampires are supposed to kill for their sustenance damn it!
The real culprit is some dude making homunculi using an accurate-ish recipe. You put dung and the cum of a hanged man in a bottle and feed it blood over a period of months. What with all the hangings in the past few years he's well on his way to breeding a proper army. I haven't really figured out how he's turning rivers to blood yet though.
>Fantastic Late Chacolithic/Early Bronze-Age setting
>Be Proto-Indo-European nomads fighting relict troglodytes, strange antiquated beasts, and each-other
>tame the wild horse
>cast bronze tools
>devise writing
>rape and pillage
>raise a mighty cairn to be buried in
makes me think of half-life.
The Raven King has stolen the sun, plunging the world into endless ice and darkness. You must fetch the sun and return it to it's mantle atop the sky.
You have a rock.
do you roll things up with the rock until it accumulates sufficient mass to sacrifice and become the new sun?
Here's one I'm going to run
>players sent on some mundane kill quest
>finds a wrecked airship that was once the legendary vessel of a notorious sky pirate
>in astonishingly good shape aside from it missing some pretty rare components
>a bandit tribe and few other less than wholesome groups are trying to find and claim it
>players have to gather these rare parts as quickly as possible so they can get their new airship up and running
>???
>profit
One for an exploration themed game.
>Fucking Chaos Wizards were Chaosing.
>People got their shit together and put a stop to that.
>Chaos Wizards use their sore loser plan try to destroy the world (or kingdom, whatever works for you) using multiple simultaneous rituals.
>PCs were near one of the ritual sites and fuck it over.
>Other heros at the other sites all over thee world manage to mess up the ritual enough to save the world.
>But now the world has been shaken apart and put back together in the wrong order.
>Think like a jigsaw puzzle but all the pieces fit together with no problem.
>Welp. New land is not going to map/reestablish it's self.
That's the bare bones. I'm also considering the ritual the PCs are at takes place in a keep or a town and they can go all civilization instead of adventure and explore.
So the meet Hausos one supple morning, with the future glinting in their eyes?
>people have stopped dying. A mysterious plague have spread through the realm, making people sick to the point that their body dies, but they just become undead.
>the PC must stop the undead plague
How legendary? In name only or as in mass Finger of Death cannons?
Now I really want to do something like modify the rules for GorkaMorka to create a Katamari Damacy Tabletop.
>maximize stats that favour speech checks and resistance to mind probing/torture/etc.
>reveal to the bandits that you know where the ship is and that you'll tell them, but only if you become their captain/leader
>use your newfound horde of mooks to find the parts and fix shit up
>become the new king air-pirate
GG EZ
Magic is a measurable force that accumulates within the bodies of all living things. Using magic in a wizard sense means forcibly expelling that force from your body to create some kind of effect. When you do this it causes the magic in you body to move around rapidly, which can fuck with some stuff, notably brain chemistry. As a result sustained use of magic eventually dives people insane in various ways.
The PCs are the newest recruits of the Wizard Hunting Guild, an organization that hunts down rogue wizards in order to stop them from terrorizing the countryside.
As long as its better made than that fucking last level, I'd play it
isn't there already a dark souls tabletop game, or is this one of those 'death went on vacation or something' episodes?
make it so the lands/regions occasionally or periodically change positions and the PCs have to map the pattern.
>Party is tasked by king to save his Princess.
>Party is guided to an abandoned keep where she's being held.
>Flame marks everywhere, human servants dressed in fireproof clothing, everything screams "dragon."
> It's not.
The party find a woman trying to teach the king's psudeodragon, Princess, to hoard gold. She is dressed in clothes that scream "princess" so hard it would offend real princesses. She's even got the cone hat with the cloth hanging off of it, albiet wearing it wrong.
> The party is actually trying to save the king's pet from !=PETA, who kidnaps magical beasts to "free them from humans" and to promote repopulation to a "endangered species". They then try to regabilitate the animals in a fashion they believe accurate to the creature.
> They know absolutely shit about magical beasts to begin with, such as psudeodragons are not the same as dragons.
This, of course, is played for laughs.
Thanks, I thought it was a fun twist on the "evil wizard" stereotype game. Plus I like the idea of adding confusion to the players' expectations
>Small towns near wizard are normal, vaguely aware of some old guy living in a tower nearby
>Tower is normal grey stone, no black spikes, moats, dark clouds, or dragons nearby
>Signs out front stating "Please Knock" and "Don't step on the azaleas"
>Arcane golems to fight inside are clearly following basic home security measures
>House is normally furnished, no evil books on necromancy or anything, mostly advanced magical theory with a few for gardening and needlework
Hopefully those hints would be enough to make players think about the situation and not murder the poor guy as soon as they burst in on him.
You're out of beer, and need go get some more.
medieval harold and kumar go to white castle?
The PCs are a group of below average, post college age chucklefucks (Think Dante and Randall from Clerks) whose friend has just gotten a part time job working as a wizard's assistant. One day the PCs decide to visit their friend at work while the wizard is out and generally be huge nuisances. While there they somehow accidentally break an artifact that was sealing a small rift in the world, and unless they can find a suitable replacement by the time the wizard gets back from his weekend trip their friend is totally getting fired.
To find a replacement the friend sets a magic portal in the show to seek out powerful magic artifacts and send the PCs to where they are. The friend has to stay behind to use his limited magic knowledge to keep the rift from expanding while the PCs search.
>you are a part of the "cleanup squad"
>once the heroes come through town and kill shit, you get the spoils they don't want, and fight the shit they didn't bother with.
>soon, someone picks up on your group as being good at what you do: taking stuff that isn't yours.
>asks you to get back something the heroes took from them.
>start quest to slay heroes/steal shit.
I've ran it before. It was quite fun. It was a group of "normal" characters against the murderhobos.
Also, used a few of pic related as monsters. Fun times.
Indeed; the sun rises on the age of man, and the dawn banishes the old night.
Half-men cannot speak to the gods; so they are stupid and live like naked animals.
Other peoples have their own gods, but we are first born of Dyeus Pater, and all that the world contains is ours to take.
We shall make war on the southerners, and steal the secret of their shining swords and axes.
But first, winter comes, the Dead Stag people have stolen many of our young women, and there must be a reckoning in blood.
A post apoc game set after the golden age of superheroes. These heroes true identities have been lost to the ages but their stories still circulate, causing those in the present to revere them as gods. There are rare individuals that have special abilities awaken in them(descendants of superheroes) and they are tasked with defending towns, helping the weak, and being good guys in general. Obviously you can't force everyone to be good guys so you have the rogue ones who need to be stopped by others like themselves. Most of the towns are far from the ruins of the cities, where the perpetrators of the catastrophe still reside, the superheroes of long ago unable to defeat them.
Was dexter a shitty DM?
i mean, he only wanted to get the game more interesting.
The town/city/kingdom suffers a mysterious curse that progressively replaces all the words in the vocabulary of the inhabitants by the words harvest and harvesting. It's not a new language and harvest-speakers do not understand each other or anything. Players must investigate the source of this and solve the problem, but every day the curse grows stronger. Time is running out from the start, soon they can't properly communicate with harvest-speaking NPCs and since they're not immune they will eventually become harvest-speakers too.
DM can decide whatever source fits better his story, in mine it was just a slavic trickster spirit fucking up with a town's feudal lord who had betrayed him.
He fudged rolls, so yeah. He kinda sucked at his job.
Rewatch the episode bro. Dexter was a fucking terrible GM
Quick! I need Christmas Call of Cthulhu one-shot ideas!
Flintlock-era low magic game that doesn't suck.
Would play. Specially if it was literally named Medieval Harold and Kumar go to White Castle.
investigators attempt to catch some ugly ass creature they've been hunting their whole lives only to find that they've forgotten what really matters.
they let it live and rush home to spread the spirit of Christmas around their loved ones for a few hours before the world ends or some shit
A cult is trying to summon the Krampus by "darkening the brightest star with the blood of innocents".
This requires them to pour the blood of children on top of the huge Christmas tree in the center of the town square.
The local soup kitchen is a front for a cult of human sacrifice that aims to bring about the apocalypse.
Christmas is, through pagan assimilation the closest current analog to a Mid-Winter ritual used by ancient proto-Europeans to propitiate and make offerings to dark beings from beyond the stars who's influence waxes in winter time.
The cult plans on using the secularization of Christmas to capture all that undirected worship energy and co-opt it for their master, who can only tap into it because of the assimilated pagan symbolism, which gives him a back door to sucking up all that Christmas juice and getting cosmically swole enough to pierce the skein of reality.
The focus of the ritual is a parade float or some other highly public target which will need to be destroyed to sabotage the ritual.
Naturally, if the players are caught by the authorities they'll be tried as terrorists and probably deemed clinically insane.
Have fun mang.
And then he turns out to be shitfuck evil and running a murderporn den in his basement anyway, right?
>I haven't really figured out how he's turning rivers to blood yet though.
Byproduct of the creation process creates large amounts of dusty powder that becomes blood when in contact with water; he dumps it in the river under cover of night.
Wasn't there a greentext story about, like, a campaign of Cthulhu-fighting Hell's Angel mall Santas? That was a good'un.
Everybody in the party is a member of the circus. Bards as well, everything, fighters and barbarians as strongmen, wizards as magicians, rangers as beast tamers, etc. Just normal circus folk with a caravan, passing through the land to bring joy to people. Make it an episodic game where they play in a different city each session, with a different intrigue every time. Since the land is that dangerous and full of monsters, and actors rarely have the kind of money for bodyguards, they've become quite experienced at defending themselves.
>They get accused of some crime because nobody like circus folk, and they must clear their name.
>One of the tamers accidentally let a cockatrice escape.
>The team is captured by a bunch of fair folk and MUST perform for them or get turned into flowers.
>The king's daughter is getting married. Every performer in the kingdom is trying to sabotage everyone else to get the chance to perform.
Stuff like that.
the dice thing?
c'mon, would you guys rather have the game go easy mode?
santa is real and he's really an eldritch horror that gains power through the belief in his mythos. santa's little helpers are a cult that controls all/most of the retail tycoons and help spread the mythos of santa. mall santas are his eyes and ears.
Nah, you've gotta contrast the bad with the good. He's accidentally opened a portal to shitfuck evil land, but he's otherwise cool.
Although it wouldn't be a bad idea for the party to step through the portal only to find it a twisted nightmare version of their world complete with the bloody remains of the evil version of the guy they just met. All the books are now for chaos magic, evil gardening, and corpse golem sewing guides.
You all meet in a tavern. You have a good time until you realize you disagree on *where* exactly this tavern is.
Each of you swears you entered the tavern in a different town hundreds of miles apart. As you turn around to point in the direction you came in, you notice there are no external doors or windows in sight.
the evil one took the place of the good one in the normal world and the only way to fix shit is to rescue the good one from the final dungeon.
I started running a new campaign last week, so far everyone likes it.
My players are part of the army, and for different reasons they got put into a new detail that amounts to border guard.
The newly assembled "shithead squad" is tasked with exploring the wilderness across the river to the west of the hamlet theyre based in.
The town has just about everything they need, including a kooky but kind wizard who uses them to test new things, and hunters and explorers to generate leads for them.
After that it's up to the players. If they "preform admirably" according to their new co I might move them back to a larger city and do some political stuff or something else.
If they go far enough into the wild lands I have an idea for a wizard spreading a blight and spreading disease amongst the animals and tribes out there but I haven't fleshed that out yet.
Shiiiiiit... I wanna play this.
Mordock the Mind Destroyer, Ulthbert the Wise, and Stanwise Hotfinger encounter a most peculiar problem while reclining in Ulthbert's pad: they were down to their last bowl of pipe leaf. Mordock was preparing to throw a spectacular fit when Hotfinger humbly suggested making a run to the Halfling Head shop across the city. Ulthbert strongly opposed the plan, citing not only the long distance to the pint-sized purveyors of Pipes and Potbellied table tubes, but also the Damp and Frigid weather in Ulthbert's hometown of Fickenheim.
However, on this rare occasion, Hotfinger rebuked the Wisdom-Bringer, and insisted that he knew of a strain of leaf so rare and so potent that the halflings call it "tallboy". They claim it can make a halfling levitate so high that he could don a man's cloak and pass for human.
Mordock found the promise of such high-quality shit too tempting to pass up, and proposed utilizing the blood boiling spell he's been working on to buffer themselves from the ugly-ass weather.
Ulthbert thanked Mordock for his contribution but declined.
Ulthbert considered the proposition of such a fine quality inhalant for a minute before a quick nod set them off.
The three dashed to their coats (which Mordock had quite forgotten were present), spent several minutes finding their staves among Ulthbert's considerable collection (of which Ulthbert himself spent several more deciding between his ever-cozy oak limb and his ever-stylish silver-etched elm) and proceeded out the door to brave the city which they had completely forgotten had been left rather upset by the release of Ulthbert's last Glass Golem on the populace; Thirteen were taken to the hospital for drymouth and one-hundred-and-two for horrific lacerations to the face and arms.
My dream superhero campaign is Diamond is Unbreakable + Toxic Avenger in the 50s
If I get a lucky roll or if my character is just that good, it's not the gamemaster's job to nullify it for some manufactured sense of danger or "plot" reasoning. If he can't deal with the fact that his bad guy just got BTFO he shouldn't be in the GM chair. The second you start ignoring or changing rolls the point of playing goes out the window. Sometimes the players get curbstomped, sometimes the bad guys get curbstomped, sometimes you have a close battle, and sometimes one side pulls victory out of a hopeless situation. That's the game. Genuine moments like the main baddie of a campaign getting killed in one hit, or the hero resisting the baddie's best spell are always better than a fudged outcome.
>the king decrees magic items to be banned, and they are to be confiscated for the people's safety
>turns out a beholder has turned the king into its puppet, carved a cavern beneath the throne room, and is swimming in all the confiscated magic items
I love twists like this.
You absolute madman.
It's not like you're going to ignore ALL the rolls, but just some to create tension. Let's say your group is just being VERY lucky to the point that there is no conflict, one created fail could even the odds.
I'm thinking a little bit of both. Honestly haven't really thought a lot of it through as I'm new to DMing. Just thought it would be a fun kind of thing that would make for a good campaign.
A spoof of "Powers" the comic, charged up with the badassest crime action sources like The blacklist.
Take your badge, your raybans, your 9mm, your normal human ass and go fuck up some Caped Cunt.
Wild west frontierism in your standard high fantasy setting
i don't think there is already a dark soul game, never heard of any.
personally, i would probably adapt the shit out of dark heresy, as it is sufficiently hardcore
as it turns out the evil realm one is actually the pretty chill guy that took the good realm one's place and was actively trying to get into the good realm (and succeeded) and the good realm one is his evil counterpart and was trying to get into the evil realm. the one you're saving really was from your realm and is the bad guy. turns out how they did it was to swap the dimensional positions of their towers (and themselves). the players have to decide between bringing the evil dude back thus sealing the portal, but bringing an all-powerful dickwad back into their realm or leaving things as they are and finding an alternate solution to the portal problem. they don't find out any of this until the final encounter where they bring back their realm's wizard and the two dopplegangers duke it out in a stalemate which the PCs can tip in favor of one or the other.
I've always wanted to try 40k Event Horizon campaign.
>IG soldiers on the way to a battlefield
>Gellar field flickers, for just an instant the ship is unprotected from chaos
>Daemons everywhere, when the dust settles 90% of the crew is dead, 2.5% are possessed, and 5% are completely mad
>You are part of the remaining 2.5% of sane living people
>The crew go mad and begin to form various cults and tribes within the massive ship
>The ship is inherently tainted by the warp, in some areas time flows differently, the ship's geometry no longer makes logical sense (going up a flight of stairs takes 3 days to outside observers, going down takes 20 seconds)
>You and your squad must find some way to survive and escape the hell ship
make it an above average airship, like capable of holding it's own against two ships of its own class/size, but the legend behind it gives a massive morale boost/debuff to allies and enemies respectively.
>3.5 Ed
>Player allowed all official sources EXCEPT FR specific material, each player can be from a different setting.
>Lvl 6-8 start, players are competent adventurers, they don't know each other
>Separate intro for each character, in which they invariably die.
>First session, everyone wakes up on an unknown shore.
>Nobody can understand each other clearly unless from the same setting or unless they share some "planar" language.
>Arcane casters have difficulties casting spells.
>Divine casters will soon find out they cannot replenish them.
>Players will soon find out they are in a different Prime Material plane (Faerun), in the outskirt of Thay, ywith no idea how or why they got there.
>Soon the Red Wizards will notice and capture the players to study them.
>Szass Tam will soon connect the dots and recognise they are linked to the vision of a major impending cataclysm forseen by the Zulkir of divination.
>Tam will make them "an offer they can't refuse" and the group will end up working for him
>Group will go on several missions, once in a while hints of what is to come and why they are on Faerun will drop.
>Turns out they have literally been summoned (by a non-canon epic wizard) to prevent the spellplague and save Mystra's ass.
TLDR: 3.5 campaign where the player's final goal is literally to prevent 4e happening.
Thanks for the input I like this idea. Making it not tremendously overpowered but just giving it the 1v2 ability and the legend behind it makes it to where its a damn good ship but still have a sense of danger involved once they go on airship adventures.
>Characters play Infernal Exalts.
>Invited to emergency meeting in Malfeas, it turns out the Lillun has been kidnapped.
>Circle has to either get her back or make a new Lillun.
>Lunars begin as primary antagonists, along with brushes with DBs. Solars eventually make their way to being enemies.
>Backstabbed by Abyssals.
that's why you use the legend of your ship to inspire others to your cause and form a ragtag fleet, be it for good, evil, or in between. just be sure to keep up the epic exploits or your ship's legend will fade and it's morale bonuses will go with it.
Just going to bump the thread.
I want to run an OSR one shot in a Thundarr + Mystara style world wherein an evil cleric cast Sticks to Snakes on an ent, creating a terrifying serpent monster worshipped by a terrorist cult. Very tongue in cheek stuff, the culterrorists are planning to cast "12th Level Sticks (and People) to Snakes", turning all wood (and people) in the world to snakes.
I kind of want to have the players decide what they do with it and kind of don't want inmates running the asylum completely. Should I have or suggest an overaching goal for once they get this airship up and running or just wing it?
No pun intended
It's a "prince rescues princess from dragon" episode but with a twist: the prince hires a party of murderhobos because he's not actually all that strong.
Only after the dragon has been defeated does the party learn that everything was pre-planned. The prince and princess were suffering from a boring sexlife and wanted to bring a bit of adventure into the bedroom through roleplay. After the dragon has been slain, the prince and princess start making out, leaving an awkward party debating the merits of leaving versus staying there, feeling awkward and waiting until they get paid.
If my group were playing this campaign the wizard would still be killed.
I just want to run a Redwall campaign.
>Players chill in the Abbey, first couple adventures are simple, slice of life
>Then an EVIL vermin lord with a large army shows up from across the sea
>Begins doing EVIL thing
>Players have to travel the land gathering allies
>Finishes in one grand battle of armies clashing
>There is a riddle somehow involved in all this
Redwall was a pretty comfy series to read as a kid, although I mostly remember the moles have speech impediments and the rabbits are stereotypical British officers.
once they get it running the legend should still be just that, a legend. have them do with it what they will, but there will be people that recognize the ages old pirate ship of legend.
this is where they have their options in front of them, they can try to continue the legend and be pirates, which will earn them favour/support from other pirates and such, but the cops will be after them along with rival pirates trying to take their ship and stuff.
OR
they can try to be the good guys and join up with the local authorities, which given their ship's former reputation will take some work to do, but at least they won't have to worry about their allies being potential foes (most of the time).
OR
they can be mercenaries and go for a more neutral route doing stuff like protecting merchant caravans, bounty hunting, their own merchant work, etc.
basically let them do as they please, but try to set up a few incentives for doing something instead of just having a sweet new motorhome.
The blood is what he's feeding them with. It would feel weird if it was also a byproduct.
I had considered that it doesn't have to be him, and that maybe he's just taking advantage. But that feels a little redundant with the vampires in a similar situation.
Any ideas which system this would be best for? Could it work with 5e?
since his hommunculi need blood he figured that ripping something from a book from some acient and foreign land was a good idea, but he botched it up, so instead of the blood just coming from the well in his back yard he kind of accidentally cursed the rivers.
>This was the best you could do with bored, pervy royals.
>princess approaches party member at night
>prince approaches different party member same night
>refusing would be treason
>by night two or three, they will have been through every tent if the party doesn't break down into squabbling about it first
>they're both sort of in on it
>they'll probably hang you all when they're done so they don't have to pay you for any of this
>also the dragon's neck and head sprouted short, hairy arms and legs and has been following you around, watching everything
This I like. I suppose I could also have him waking something locally. Sort of accidentally feeding a city-sized homunculus that was there before he started.
no idea, I've never actually played a tabletop RPG and don't know shit about the mechanics. I just wanted to have fun with settings ideas.
>AoS fluff the post.
>1980s America, in a large, dark city
>the players share nothing between each other except they are all horrible, rotten people, as well as all being dead
>meet god as a party, who gives them the ultimatum to send 20 evil souls to hell in the next 30 days or go to hell themselves
>The party has to go out and kill 20 individual low-lives, drug pushers, punks, mob bosses, serial killers and street racers, each with metal gear-esque weird supernatural powers
>meet another rival group that interacts with them throughout the campaign
>end of the campaign is battling the rival group in a purgatory coliseum for the right to go to heaven, Double Dragon style
That sounds awesome as fuck.
>>princess approaches party member at night
>>prince approaches different party member same night
>>refusing would be treason
The solution here is obvious
>Both couples meet in one of the guestrooms of the palace
>Both partymembers claim to be shy, will only make love with the lights out
>After a long night of passionate lovemaking, the prince and princess wake up to discover they've been sleeping with eachother all along
Or you can just hook one of them up with a dragon, whatever.
On the top of my list of To-Do But Probably Never Will campaigns is a Bronze Age fantasy world where gods function like Terry's Pratchett's Discworld gods, feeding off the power of belief. The players each play a god with a concept of what they symbolize (ex: god of love or insects). I design a pantheon that connects them all and the culture of the people who would worship such a mishmash of deities. These ancient gods experience the passage of time differently than the short lives of humans.
The players begin the campaign lounging slothfully in their godly realm, their Mount Olympis, realizing that their powers have faded over time without noticing. They peer into the realm of mortals to find that the nation that worships them has been decimated by several countries led by new age gods. They will have to drum up new interest in their faith, finding new believers through different tactics. They will have to deal with gods from different faiths, both new and old. The campaign will involve them managing their people and even coming down to the plane of the living in mortal forms.
I'm currently working on a super hero campaign that will have 3 arcs and I'm fairly certain it will take 2-3 years to complete and I'll likely be burnt out on GMing by then.
The campaign will be split into 3 parts: going to school as teenagers to become super heroes. The second part of the campaign will be based around the type of heroic team they've formed and what their mission objective is. The final part is when they're seniors pushing retirement. I have plot hooks and filler but I'm expecting my players will take it in a completely different direction.
Well yeah. Whatever the prince and princess were planning, I wouldn't expect the PCs to dutifully go along with it. The real fun is in watching this situation break down.
Cryogenically frozen Hitler.
Shit senpai neither have I. That's pretty much why I'm asking here
We need to go deeper
GURPS
I wanna trap my party in a time loop akin to groundhogs day. Only 4 of them will be aware of the loop. The fifth is in on the idea. Suggestions?
>Low magic, low technology setting
>Characters are approached by a research team that needs an escort into a foreign country
>Team says they are researching some local plants or some shit but need to pose as merchants to get across the border
>Once they get across the border to the research site, team reveals they are military operatives searching for a scientist who had made a major breakthough
>the breakthrough is a prototype airship
>players essentially have to choose which kingdom is about to get steamrolled by the other
>Party consists of characters from both kingdoms
I'm a pretty new dm, but I want to get some political mayhem going in my setting so I think this is what I'm gonna use.
I've had a time loop idea I've wanted to run forever, but can't get the right group together.
>There's a breakout of "zombies" and "wizards"
>"zombies" are just normal folks who started acting like them. violent, mute, staggery, etc. they aren't undead, they aren't sick, they aren't cursed, you won't catch it, but there are a lot of them
>"wizards" are mute like the zombies. but they wear masks, move with purpose, and have batshit powers
>time loop ends with the city getting nuked from somewhere. probably inside the city, but that's a lot of ground to cover
>most people are unaware of the loop, but people do start to become aware after some number of cycles
>it's impossible to tell how long it's been running before the PCs wake, but there are those who were in the know long before the PCs, so if they don't already know about the time loop they can be surprised by normal folks knowing the script as it were
>game plays with a heavy mystery focus. why do people know the script? why are there wizards and zombies? what the fuck happened with the nuke and the dying and the restarting?
The universe was created as sort of a cosmic test. There's a contest on and the winner gets godhood while the rest of the universe and all its history get flushed. Lotta people weren't happy with that so they suppressed all the batshit magic stuff to prevent anyone from winning and everyone else from dying. The last of the lunatics still playing pulled a Great Race of Yith and dumped the minds of their entire stronghold into where this time loop is now. Wizards are the players. Zombies are townfolk who have no idea how to properly possess someone. There's other stuff like letting the PCs astral project to the pocket dimension stronghold of the wizards, or even create a stable portal later in the game. But this should be enough of a setup for you to come up with material.
A star wars game where after the escape of Han, Leia, and Luke from Death Star 1, the Empire decides to try utilizing teams of specialist Storm Troopers instead of masses of nameless grunts. Their first mission is to help quell the local resistance that has sprouted up on a feudal world, where the former King was replaced by a puppet of the Hutt Cartel (namely a low level Imperial officer who deserted before he could be court-martialed for the possession and use of Contraband. He is surprisingly an exact look alike to the king). The locals are your typical serfs, the "King's" soldiers are waging an insurgency against the Imperial occupiers, and there is rumor that the local Barbarian tribes are being assimilated by one tribe thanks to a mysterious shaman and his "Star Companions".
>Nazis the Nazening
Many shit things have at least one good idea.
I'll defend that that aspect of the fluff was neat.
But only that.
The world is actually fine. No demons want to enslave humanity, people interact amiably with each other, and everyone is happy doing their own thing.
Then the players start running around, looking for problems to fix. They overthrow a happy Communist kingdom here, petition for homosexual marriage there, maybe kill a pleasant Necromancer baron, and all of a sudden they're the BBEGs.
>Party sneaks into all the design documents and changes "4th edition" to "Tactics".
There was much rejoicing.
yours too? ive got a bunch of "Chaotic good" players who think its ok to go around murdering and pillaging to their hearts desires
>Some warlord was obsessed with getting stronger and stronger
>Ignored by most larger civilizations
>Until he finds a tome of weeaboo fightan magic that lets him fight leagues better
>Figures out how to steal the souls and powers of whatever he kills
>Slowly gathers his strength by killing off more and more powerful heroes and monsterss
>Some of the civilizations are getting nervous
>High archmage decides to deal with him
>He doesn't know the extent of the warlord's secretly obtained power
>Gets killed by a mystic attack he had no context to defend against
>You are a group of young magicians sent to seek out and learn from the archmage
>Now, with a limited amount of access to his tower and the hesitant help of his apprentice, you have to find a way to bypass the warlord's bullshit powers before he manages to march on you all.
Mah nigga, Have you heard of Ironclaw?
>3.5
>You can be whatever class you want, but you also get a level in Urban Ranger
>Characters act as Vigilante "Super Heroes" stopping crime in a Ravnica/Coruscant style massive city, with different themes, elements, and problems for each of the 5 districts