2 hours ago
Monday, June 3, 2019
Godbound: The Power of Grayskull
This was not my original "other idea" for Godbound by Kevin Crawford, I mentioned in my post a Greek myth-based Godbound game, but it occurred to me since then, and I thought it was good enough to share. Masters of the Universe (okay, He-Man and the Masters of the Universe, for those who came to it from the cartoon) is essentially a world of fantasy superheroes, exactly the sort of thing Godbound does, though maybe not so stereotypically.
Eternia is a shard of what was an advanced civilization, spanning multiple planets, perhaps multiple planes (all presided over maybe by semi-divine beings known as Trollans). Either its science or its magic was so advanced that there was no difference between the two. The Great War brought that civilization to an end and shattered the cosmos. The once great master control center/central terminus of the Ancient Ones collapses into a ruin. Its folded, multi-dimensional structure is partially perceivable millennia later as a gray, skull-visaged fortress of stone. Castle Grayskull to the uncomprehending civilizations that would follow.
The power of Grayskull is palpable and known. From all over Eternia, from shards of nightmare worlds, beings come seeking its power for themselves. These seekers are more than human. They are those imbued with strange powers by exposure to ancient energies, or wield ancient weapons. Grayskull chooses its champions, though, to defend its secrets.
You get the idea. One could, of course, jettison all the silly MotU names--or keep them if they seem integral. The sort of nonsensical terrain of Eternia makes more sense when it's just the condensed highlights of something once much more coherent and larger, kept functional by magitech. Likewise, the sort of random powers/prosthetics of the characters can be explained as idiosyncratic manifestations of ancient magic tools/artifacts.
Labels:
campaign settings,
other worlds,
rpg
Subscribe to:
Post Comments (Atom)
3 comments:
Works as an idea for a D&D campaign as well.
; )
Works for me!
I'd keep the silly names as insults. 'Sure thing, "Mek-a-neck"
Post a Comment