Summary: Wild West frontier towns with sheriffs and all the trappings. Native tribes are goblins and elves. To the South, large plantations with golbinkind as slaves.
Detail: Golbinkind (including orcs, trolls, etc) used to be dominant when everyone was tribal due to numbers and greater strength. Then a UFO crashed and men had rayguns and atomic power, took over and built up big cities on the East Coast. The West is frontier with sheriffs and all, and there's a constant navigation of anarchy and law around these towns.
There's not enough Atomic power to go around so it stays out East, but there are some guns, both ray- and with bullets. The local demi-human tribes have fully functioning cultures that are being imposed upon, but are pagan and alien to the human settlers.
Conflicts: Navigating local law, trying to prosper with limited resources, wild demihuman tribes, being an outlaw or hunting them down, smuggling goblinkind slaves to free lands or hunting them down, helping or hindering the advance of big business and government from the East, etc.
Conflicts: Navigating local law, trying to prosper with limited resources, wild demihuman tribes, being an outlaw or hunting them down, smuggling goblinkind slaves to free lands or hunting them down, helping or hindering the advance of big business and government from the East, etc.
I've been thinking that using more familiar tropes would allow the action to be more player-driven, as motivation will come more naturally the better a grasp they have on the setup and the more conflicts are obvious and built-in.
No comments:
Post a Comment