Just wondering as a new player would frostpunk and its universe be a good homebrew addition as a new landmass or New London as a city. It definitely has lots of opportunities for quests and homebrew lore.
Very interesting idea! I've seen a lot of Frostpunk content but haven't played. However, it would be wonderful for DnD
Setting Apocalyptic world of ice. Good opportunity for travel to either other cities, or for getting important items (Disguised fetch quests). The frozen world would make it a stand out compared to less extreme homebrew settings
Factions Order VS Faith is a MASSIVE dynamic in Frostpunk. Pretty easy to have quests and plotlines intermingled with them. The new game probably has more factions, allowing a basis for even more intrigue, political or just plain out "Do this job, here's a reward"
Campaign worthy threats The generator is the only thing keeping the city alive. What if it needed parts to survive, but it's several dozen KM away? In such a world, that entire journey could be a short campaign or even longer Save your lives and the city.
If you want something that stays in the city, the factions dynamic would provide everything. War for the city could take place without (or with) player intervention. Focusing on the city allows you to make the urban sprawl MASSIVE. Instead of deserts, forests and oceans, you'll have slums, mazes of apartments and wasteland oil refineries.
Mixing the Era with DnD logic It's steampunk think? Guns require gunpowder and are heavily restricted as such, meaning people would be using crossbows, clubs and swords! If you REALLY want magic, then you can have the generator be magical and the "Oil" is infused with mana. You can have basic magic be as common as you want, or you could have it be something only the 1% are born with (Naturally responsive body to the Mana?) ---- Just some basic ideas. If you ever do get into DMing, feel free to steal all of these.
"Stygia was a peculiar plane with origins shrouded in mystery, one speculated to not always have been part of the Nine Hells. Rumor had it that it was originally a world on the Prime Material plane that was facing certain doom, whose inhabitants then pledged their souls and the world itself to Asmodeus in exchange for safety, resulting in the world being transported to the Nine Hells."
EDIT; rough idea: Cultists of Levistus open a portal or rift which brings the cold. As the cold starts to cover the land and becomes more intense the population become desparate. Prayers go unanswered and people think the gods are silent. Artificer-esque magical technology becomes the norm as ingenuity tries to keep the cold at bay. Some people find their prayers get answered as children start o be born that are able to survive/thrive in teh new harsher, colder environment. These children are Levistus variant Tieflings and they rise to positions of authority. Most of these Tieflings form a cult which becomes either the dominant religion or one in the shadows that seeks to extend the cold and bring all into the worship of Levistus.
In my humble opinion the story mode is bad. I quit after chapter 4, may revisit later. They failed to.properly displaying the significance of oil. FP1 had way better atmosphere and all. Other than that there are significant changes to the game so i would say check out a review on yt. https://xender.vip/
Just wondering as a new player would frostpunk and its universe be a good homebrew addition as a new landmass or New London as a city. It definitely has lots of opportunities for quests and homebrew lore.
Very interesting idea!
I've seen a lot of Frostpunk content but haven't played. However, it would be wonderful for DnD
Setting
Apocalyptic world of ice. Good opportunity for travel to either other cities, or for getting important items (Disguised fetch quests). The frozen world would make it a stand out compared to less extreme homebrew settings
Factions
Order VS Faith is a MASSIVE dynamic in Frostpunk. Pretty easy to have quests and plotlines intermingled with them. The new game probably has more factions, allowing a basis for even more intrigue, political or just plain out "Do this job, here's a reward"
Campaign worthy threats
The generator is the only thing keeping the city alive. What if it needed parts to survive, but it's several dozen KM away? In such a world, that entire journey could be a short campaign or even longer Save your lives and the city.
If you want something that stays in the city, the factions dynamic would provide everything. War for the city could take place without (or with) player intervention. Focusing on the city allows you to make the urban sprawl MASSIVE. Instead of deserts, forests and oceans, you'll have slums, mazes of apartments and wasteland oil refineries.
Mixing the Era with DnD logic
It's steampunk think? Guns require gunpowder and are heavily restricted as such, meaning people would be using crossbows, clubs and swords! If you REALLY want magic, then you can have the generator be magical and the "Oil" is infused with mana. You can have basic magic be as common as you want, or you could have it be something only the 1% are born with (Naturally responsive body to the Mana?)
----
Just some basic ideas. If you ever do get into DMing, feel free to steal all of these.
I'm the Fish guy
Sounds like a world where Levistus or Geryon has managed to open up some portals from Stygia. LInk to Stygia wiki here: https://forgottenrealms.fandom.com/wiki/Stygia
Of particular note lore wise is this section:
"Stygia was a peculiar plane with origins shrouded in mystery, one speculated to not always have been part of the Nine Hells. Rumor had it that it was originally a world on the Prime Material plane that was facing certain doom, whose inhabitants then pledged their souls and the world itself to Asmodeus in exchange for safety, resulting in the world being transported to the Nine Hells."
EDIT; rough idea: Cultists of Levistus open a portal or rift which brings the cold. As the cold starts to cover the land and becomes more intense the population become desparate. Prayers go unanswered and people think the gods are silent. Artificer-esque magical technology becomes the norm as ingenuity tries to keep the cold at bay. Some people find their prayers get answered as children start o be born that are able to survive/thrive in teh new harsher, colder environment. These children are Levistus variant Tieflings and they rise to positions of authority. Most of these Tieflings form a cult which becomes either the dominant religion or one in the shadows that seeks to extend the cold and bring all into the worship of Levistus.
In my humble opinion the story mode is bad. I quit after chapter 4, may revisit later. They failed to.properly displaying the significance of oil. FP1 had way better atmosphere and all. Other than that there are significant changes to the game so i would say check out a review on yt. https://xender.vip/