Are there any articles, supplements or guides to design a good wilderness campaign?
I want to do something similar to the Souls' games, setting wise: Adventurers exploring an apocalyptic medieval landscape, completely overtaken by evil, with maybe a central hub or very few, sparse safe havens dotted around the map, a place where the brave and the lost come to seek riches, glory or redemption. Think something akin to a medieval S.T.A.L.K.E.R.
Are there any settings out there that fit the bill?
bump
>>48347499
I don't really think that'd be especially difficult to do with just regular D&D; most of what you're describing is purely thematic, not mechanical. There's already rules for wilderness hazards, starvation, thirst, rules for not having towns or areas to heal in (you literally just don't include them), and post-apocalyptic ruins are something you just add by fluffing it up yourself.
Basically, what you want to do you're not going to find a guidebook to teach you how to do it. You're just going to need to learn to convey things and plan things so they result in the style of game you want by yourself I guess.
>>48347499
Symbaroum might be what you're looking for. It's set in a frozen forested wasteland called Davokar bordering the nation of Ambria, and within the forest are the crumbling vestiges of the civilization of Symbaroum. There are ruins, lost treasures, magical relics, and all sorts of glory to be had. Towns are few and far between, and the land is practically filled with (literally) corrupted monsters and evil spirits. The system is simple, combat is brutal, and characters can become temporarily and permanently corrupted and twisted towards evil. Think Dark Souls Hollowing, more or less, and spellcasting is the main way you get it.
I've never played Symbaroum myself, but I've been meaning to and I hear good things about it. Check it out, if nothing else the artwork will prove to be worth the purchasing price. Pic related is one example of many.
I'm interested in this, but I don't have much to offer. Have something that feels it might fit to this.
>>48349425
Not that the thread needs a bump, but I've been wondering about a setting much in the same line as OP's ideas. So anything that came up would be wonderful.
>>48349041
I'm looking for some reference on well designed settings that revolved around this idea. I know it's a common trope and plenty of fantasy RPGs are suited for this, but unlike designing a "regular" fantasy setting, which has tons of material for people to get inspired by and learn from, this is a type of setting that I rarely actually read about, aside from "implied" fluff in rulebooks, like 4E's Points of Light.
>>48349088
I did check out Symbaroum a few days ago, It's definitely on my group's "must try" list. The system is pretty elegant, and the art is amazing.
>>48349425
>>48349688
This guy is pretty great, I think I'm following him on Tumblr.
>>48349711
>I did check out Symbaroum a few days ago, It's definitely on my group's "must try" list. The system is pretty elegant, and the art is amazing.
Awesome. Just looking at it from a general technical sense, I can tell it's a good game. I'd play it but my group isn't really into Grim or Dark settings, and Symbaroum is both by default. If there's one thing it's lacking in, it's non-combat options. Consider making more Traits that characters can choose from, and let them pick up those Traits for (say) 5-10 XP each.
>>48349711
Holy shit you have source? Sauce please?
>>48350376
Yup, it's blackyjunkgallery.tumblr.com
I'm pretty sure it's the same artist.
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