A player’s guide to a custom Dungeons and Dragons setting I’ve been writing: sort of an Ancient Greek/Science-Fiction/Fantasy mash-up. Ancient Greek Gundams, Communist Dwarves, and extraterrestrial Israelites abound!
Okay, yes, that’s a bizarre combination. No, I haven’t lost my mind (well, not recently); there is a method to this madness!
I wanted to run a game where the players had a lot of control over the aesthetic of the world: realistic, traditional fantasy, science-fictional, etc. My solution was to create a charming, but undramatic, world (“Inciting Incident”? bah to that!) and allow the players to define the central conflict themselves. Perhaps they’re the first to discover magic, the first to make some technological breakthrough or the first to radically change the political landscape.
This guide introduces the Mariners, effectively an adventurer’s guild for every walk of life: soldiers, scientists, priests, politicians, farmers, and so forth. Players make a Mariner and choose their qualifying accomplishment and a personal goal they had to surrender to join. These choices enable the DM to create an adventure where the players commit the Inciting Incident.
In any case, this is still very much a work in progress, but you may enjoy perusing it anyway (or, be forced to, if you’re one of my players :P). Sharing your thoughts and feedback is also very very appreciated. You can download it below or see it online at the source.
Current Revision Goal: Right now, my main goal is to get the word count down and add more reference art. After that, I may start reorganizing to highlight the good bits… when I find some.
No related posts.