Combining DCC #35 with other campaign worlds
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- Far-Sighted Wanderer
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Combining DCC #35 with other campaign worlds
Has anyone here combined the DCC campaign world (from the Gazetteer) with Greyhawk?
I would be very interested in seeing where Greyhawk "overlaps" with DCC. I know that in Legacy of the Savage Kings, the map provided looks like it would mesh very well with D&D's old White Plume Mountain.
Has anyone else made other unofficial connections?
I would also be interested in any fan-made connections with the Judge's Guild Wilderlands setting, Forgotten Realms, Lankhmar or the Conan setting.
Thanks!
I would be very interested in seeing where Greyhawk "overlaps" with DCC. I know that in Legacy of the Savage Kings, the map provided looks like it would mesh very well with D&D's old White Plume Mountain.
Has anyone else made other unofficial connections?
I would also be interested in any fan-made connections with the Judge's Guild Wilderlands setting, Forgotten Realms, Lankhmar or the Conan setting.
Thanks!
- Ogrepuppy
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This may or may not help much, but prior to DCC 35 I placed Silverton (DCC #1) at the northeastern edge of the Gnarley Forest, on the west bank of the Selintan River where to connects to the Nyr Dyv.
I've also "shoehorned" the western portion of Ravenloft's The Core along the coast of Luithea/Kingdom of Uthuer, southwest of the Cairnswild and just left of the Dunerain Mountains. (The Shadow Rift in Ravenloft's Core would be where the Dunerain Mts are currently.)
I've also "shoehorned" the western portion of Ravenloft's The Core along the coast of Luithea/Kingdom of Uthuer, southwest of the Cairnswild and just left of the Dunerain Mountains. (The Shadow Rift in Ravenloft's Core would be where the Dunerain Mts are currently.)
Last edited by Ogrepuppy on Sun May 13, 2007 12:38 pm, edited 1 time in total.
1E modules
Actually, I think it would be easier to move the old 1E modules to Aereth than to try to "shoehorn" whole Greyhawk nations and cultures to Aereth. There are enough similar stuff that I don't think it would be any issue at all to move the modules to Aereth.
- Ogrepuppy
- Tight-Lipped Warlock
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Re: 1E modules
While that is assuredly true, I wanted to run Harley's Tower of the Black Pearl from DCC #29 in Greyhawk, and it spiralled out of control from there....DM_Dave wrote:it would be easier to move the old 1E modules to Aereth than to try to "shoehorn" whole Greyhawk nations and cultures to Aereth.
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- Wild-Eyed Zealot
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And here you go...
This is from an earlier thread about this same subject. Damned if I can find it now...
This is from an earlier thread about this same subject. Damned if I can find it now...
James Mishler
Personal Gameblog: http://adventuresingaming2.blogspot.com
Personal Gameblog: http://adventuresingaming2.blogspot.com
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- Wild-Eyed Zealot
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I went the extra mile and created my own campaign setting called "The Temple of True North." It's geared to treat each DCC sort of like a Stargate SG-1 mission where a temple built by a forgotten race at the North Pole is basically Stargate Command. The underlying premise is that much of the world was depopulated by some sort of cataclysm and the Temple of True North has been taken over by a contingent of Lammasu trying to get to the bottom of what caused the “Great Catastrophe.” So they send out adventuring parties to remote locations of the world to explore, establish new trade routes, and search for clues as to what brought a former high-magic civilization to its knees. The Temple employs Divine Oracles (from the Complete Divine supplement) to go on vision quests for roads and rivers that might lead them to formerly inhabited areas.
I treated the Wildsgate adventure like a recon mission to discover the ultimate fate of a former adventuring party of the True North Trading Co. which had never returned from its initial expedition into the Wilds (eaten by cannibals, as it turned out). I like the idea of a largely unexplored world with very few large cities struggling to re-establish themselves. The True North Trading company offers monetary rewards for completing successful missions, and sends along Divine Bards (Unearthed Arcana variation) to act as the party scribes (and to bring along free teleportation scrolls to help low level characters get back to the Temple after the adventure is over).
The master plan was to give players a “home base” without rooting it in any particular geographic location that would force them to spend a lot of “travel time” between adventures, plus give the PCs additional motivations for completing each adventure besides experience points and loot. Think of it as the “Forgotten Realms” of Aereth. But each DCC could very well take place in unexplored regions of Greyhawk, or Middle Earth, or Planet Irk for all I care. I’m much more concerned that the players have fun exploring an area they’ve never been to than pretending that they all should recognize familiar landmarks. But that’s just me.
My game uses Greyhawk deities and church organizations to help players create their characters, but since their primary purpose is exploration, it should come as no surprise when they stumble across Aereth deities, demigods and religious traditions they’ve never even heard of. So I suppose you could say that my game tries to have the best of both worlds.
I treated the Wildsgate adventure like a recon mission to discover the ultimate fate of a former adventuring party of the True North Trading Co. which had never returned from its initial expedition into the Wilds (eaten by cannibals, as it turned out). I like the idea of a largely unexplored world with very few large cities struggling to re-establish themselves. The True North Trading company offers monetary rewards for completing successful missions, and sends along Divine Bards (Unearthed Arcana variation) to act as the party scribes (and to bring along free teleportation scrolls to help low level characters get back to the Temple after the adventure is over).
The master plan was to give players a “home base” without rooting it in any particular geographic location that would force them to spend a lot of “travel time” between adventures, plus give the PCs additional motivations for completing each adventure besides experience points and loot. Think of it as the “Forgotten Realms” of Aereth. But each DCC could very well take place in unexplored regions of Greyhawk, or Middle Earth, or Planet Irk for all I care. I’m much more concerned that the players have fun exploring an area they’ve never been to than pretending that they all should recognize familiar landmarks. But that’s just me.
My game uses Greyhawk deities and church organizations to help players create their characters, but since their primary purpose is exploration, it should come as no surprise when they stumble across Aereth deities, demigods and religious traditions they’ve never even heard of. So I suppose you could say that my game tries to have the best of both worlds.
Last edited by None the Wiser on Fri Jun 08, 2007 8:21 am, edited 2 times in total.
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- Far-Sighted Wanderer
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Re: 1E modules
That would work for me as well.DM_Dave wrote:Actually, I think it would be easier to move the old 1E modules to Aereth than to try to "shoehorn" whole Greyhawk nations and cultures to Aereth. There are enough similar stuff that I don't think it would be any issue at all to move the modules to Aereth.
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- Far-Sighted Wanderer
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- Cold-Hearted Immortal
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Here's James' incredible work from before:James Mishler wrote:This is from an earlier thread about this same subject. Damned if I can find it now...
http://www.goodmangames.com/forums/view ... ight=#9031
http://www.goodman-games.com/forums/vie ... ight=#8487
The really cool part is that it birthed a cartography love fest that involved multiple cartographers adding all the major old school settings. I think they ended up in this thread on the Necro boards:
http://p208.ezboard.com/fnecromancergam ... 21&stop=40
//H
The lucky guy who got to write some Dungeon Crawl Classics.
DCC Resource thread: character sheets, judge tools, and the world's fastest 0-level party creator.
DCC Resource thread: character sheets, judge tools, and the world's fastest 0-level party creator.
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- Far-Sighted Wanderer
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- Gongfarmer
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- Far-Sighted Wanderer
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