The Pitch, as Provided to the Players
In most D&D games, you are the agents of civilization, exploring the blank spaces of the map, eliminating threats, and bringing treasure back home to the city/town/ship/whatever. In this one, you’re playing the other side. Y’all are members of nonhuman tribes (or whatever sort of organization your people have, if any), living in what the humans would call “uncharted wilderness” but what your people have called “home” for tens of thousands of years. And now some assholes are trying to COLONIZE it.
Your job is to figure out how to keep “civilization” from ruining your home. This can be accomplished through multiple ways:
[a] Kill ‘em.
[b] Hoard their stuff*. (Not necessarily so you can use it, but so they can’t. Imagine a bunch of goblins stole Excalibur. The goblins might not be any better off, but it’s going to cause trouble for Camelot.)
[c] Literally anything else you can think of.
(This is all based loosely off of this blog post. I’m not planning to take many rules ideas from this blog, but I really like the CONCEPT.)
The details of the setting are currently undefined. This is because my intention is to have y’all express your opinions about what you think would be interesting to play, then I’ll do some worldbuilding based on your thoughts.
The Setting, After Player Feedback
Only one of the prospective players actually took the short survey I wrote for this purpose, but the results made things quite clear. Chokers, Chuul, and Doppelgangers were all ranked highly as potential playable races -- and the only place I could see the three of those species coexisting was underground. So I wrote up the linked document: The Caves of Tÿğeštai
(Note that the images in the above document are from various RPG sourcebooks -- I'll come back to this post and credit the artists in a bit.)
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