Dungeons, dragons, pirates, ninjas, AND zombies?!

“It’s okay, Charlie… I got an angle.”

While game mastering at a convention a short time ago, it struck me that someone should create an RPG setting used expressly for conventions, the kind of thing players would never take their own characters through purposely but couldn’t resist the challenge. Then again, why shouldn’t a place like that NOT be a regular campaign setting? A place full of dangers and secrets, kind of like television’s “Lost” merged with Silent Hill (the movie or the game; pick your poison) and maybe a bit of “Fringe” thrown in for good measure.

And above all, it should be frickin’ cool.

Welcome to Demynsha.

Demynsha (dih-men-shuh) is a forgotten land isolated by freezing waters and perpetual storms. Instead of a hack ‘n slash super dungeon, this compact game world is a “supersetting,” intended to support multiple story lines where each area and every character are fleshed out and merely waiting to add PCs into the mix. Like any real place, there may be many different stories about who is who, what is what, and how everything came to be (depending on who you’re asking). There will be characters to talk to, villains to defeat, and some things that should only be run from. Good luck with that; it’s hard to run to the ends of the earth when you can see the edge of it from here.

How long will it take for Demynsha to affect you?

Posted November 30, 2010 by Kevin A. Ranson

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