Setting Seeds: Mashup

Something very strange has happened. One day everyone wakes up and finds the world as they knew it to be completely different.

In fact, the world almost seems to be a patchwork of other worlds. Villages, cities, even entire kingdoms have mysteriously appeared, all from different worlds and all completely oblivious as to what has happened. Forests, mountains and other geographical features have been transplanted wholesale as well.

The range of reactions is quite varied. Some continue living their lives as ever, some try to carve out power in this new dynamic, and some try to figure out what happened and how to undo it and be returned to their home world.

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4 Responses to “Setting Seeds: Mashup”

  1. I really like this concept. It allows you to cherry pick the best bits of many different campaign setting and squish them into one game. It also keeps players on their toes because they can’t accurately predict what kind of monster or NPC they’ll encounter over the next ridge.

    This concept was used in the Marvel comic’s Secret Wars back in the 1980s. A god-like being called the Beyonder created a world from a mish-mash of pieces of other worlds. It worked then and it should work now for D&D. Good idea.

    Ameron’s last blog post..Cheating in Dungeons and Dragons

  2. Interesting. I knew of the secret wars (that’s when Spidey got the black suit which would become Venom, right?), but didn’t know that was the story behind them.

  3. I read this book called Footprints of thunder that ended with a mass world fall where the past came into the present. I think they called it a time wave. Large chunks of land and it’s inhabitants from prehistoric times got mish mashed into the present.

    kaeosdad’s last blog post..Aloha rpg bloggers network!

  4. This was done in the TORG rpg back in the late eighties as well.

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