It's been many months since I have played in my Broken World campaign, and that is because I've decided to take what I learned from the few sessions that I ran it and make some revisions. Those revisions led to a rethinking of the whole campaign. The basic premise will remain; a world broken by a terrible event in the distant past. The changes I'm making are in the details and background. I've also been toying with the idea of changing the game from D&D to Shadow of the Demon Lord, as the system for the campaign, but I still have to try that game out before making that leap. That being said, I'm in the midst of revising the campaign and will probably not run a game in it for a while. I'll likely be jotting down ideas here from time to time to get them out of my head.
In the mean time, I'm running a D&D campaign that I've wanted to run ever since it came out in Dungeon magazine many years ago, and that is the Age of Worms adventure path. I'm also running a mini Star Wars campaign using the Saga Edition rules, which I've wanted to try out for some time now. I also want to run Shadow of the Demon Lord to give that a go, and there are a few other games that I would like to run as well. Luckily, I've recently gotten a weekly game going over Roll20 which will make running these games much more likely than before, as getting my group physically together to play is becoming more and more challenging (a subject I may speak about in a future blog post).
So, back to the Broken World. I'm not going into a lot of detail here and now, but I would like to drop some of my major changes down, and the reasons behind the changes, so I can remember where I'm at in my headspace when I read this again many months from now.
The Backstory: I've decided to drop the detailed backstory that I originally came up with that told where the gods came from, how they came to this universe and how the entity followed them and led to the destruction of the world. Instead, I'm going to leave all of that a mystery that is shrouded in myth and legend. I'd rather not lock down the pre-history of the world in detail as I have a tendency to modify things as play progresses, so the looser the backstory, the easier it is to develop and modify as the campaign takes shape. Plus, I want to focus on the post-cataclysm, emerging from a dystopian era, stories that are in my head.
Changing the Dragon Isles to the Dragon Empire: Originally, I had the Dragon Isles populated by all races and then conquered by dragons sometime after the Great Devastation that sundered the world. Then I found the Council of Wyrms boxed set in my local 1/2 Priced Books store and decided that the Dragon Isles would be a perfect place to establish this sort of setting. Since the rest of my campaign has been heavily influenced by other campaign settings (Spelljammer, Dark Sun, Iron Kingdoms, Arcana Evolved, Elder Evils, etc), it makes sense to fit this in as well. So, the Dragon Empire will be a place where dragons live and adventure and if players want to run a dragon, this is where they will originate from. The dragons rule these islands and the majority of the population are dragons, dragon-kin, or dragonborn. The older the dragons, the less involved they are in the world as old dragons require longer periods of sleep to recharge their magical batteries, so to speak. The empire's day to day business is run by younger dragons that report to older dragons. Dragonborn are the working class and soldiers of the empire.
Giants as the Dragon's Mortal Enemies: Things would get pretty boring in the Dragon Empire if they were left unchallenged, so I'm adding a region of nearby islands that are ruled by giants and titans who constantly try to conquer the dragons.
Changing the Map: Originally I had drawn out the map of what I call the Archipelago, which is the area that encompasses the Dragon Isles, the Neutral Aether, and the Confederation. The placement of these regions gave me problems in justifying certain historical events, so I'm going to re-draw the map and try to use more of a 3D approach rather than just the two dimensional plane I'd been using.
The Confederation: I need to go back and retool this nation as I'm not completely satisfied with the way I had it set up before. Modeled after the Iron Kingdoms and Horde campaign setting from Privateer Press, and injecting some Eberron into it as well, and drawing some inspiration from the Rush concept albums 2112 and Clockwork Angels, I have a lot of ideas that I need to flesh-out.
The Neutral Aether changing to the Independent Islands: This region was mostly just the island of Thelos and very little else. I'd like to change this to be the main adventuring region for the campaign, drawing and placing the elements that don't fit into the Confederation or the Dragon Empire, in here. The dwarven kingdoms will likely be placed here as well as other small kingdoms and civilizations and weird places.
That's about it for now. I'll do a deeper dive later, as I focus in on each part of the campaign.