Well...I could go darker, perhaps? According to one of the original packs, it says the dwarves built fortresses like
karak varn to seal out the chaos from the east side of the mountains. We could go with well-fortified, isolated
settlements in a chaos-torn, ravaged world on the east side of the mountains.
It would be a little harder - maybe not necessarily to come up with the material, but to enage the players in that
sort of world and get across to them that it is that type of world - one has but so much space to write guidance
and notes for each quest, much less try to add atmosphere into it.
Its definitely worth a try, though.
Can I make one thought, though. I understand the desire and need for some continuity and transition into
a new setting, so that new players can easily get into the game without throwing old players totally off base
with a curve ball. But, in my experience, when you have a world set up in such a way, even if you move to
a different part of the world to make a "new" setting, without creating entirely new baddies, and throwing
in quite a few new "species" (i.e. monsters) - its all going to be quite the same.
Take dragonlance, for example. They set the religion system up in such a way, and set up the type of races
and the way that dragons rule over the lands in such a way - the entire planet of Ansalon is going to be mostly
the same sort of thing, whether you're on Krynn or some other continent. (boy - hope you guys have read some
Dragonlance, or this metaphor is useless...hahaha)
That's one of the benefits that forgotten realms offered - faerun was one type of setting, with its own
gods - but then they offered the oriental setting to the east part of the continent, the arabian setting to
the south part of the continent, and the middle american setting across the ocean - and each was able to
have its own set of gods, races, monsters - whatever the designers wanted to do, really.
I guess what I am getting at - we can try real hard to make this "new part of the world" different, but its
going to be very difficult to change it significantly, because of how the original packs set everything up for
us.
That said - I'll see what I can do. Like you, I want a high-quality product - which is why I spend 6+ years
working on one campaign setting for D&D and still tweak it constantly.
So...what do you think? Here are some options:
1 - go darker, with a chaos filled land and people huddling in fear
2 - go brighter - chaos left the lands and they are bright and happy now, and a dark cloud
is now looming in the distance again
3 - go sort of off the wall - maybe chaos simply weakened its grip, and by doing so allowed the land to
twist in a way - maybe went more natural and fairy-like - with this option, we'll have to come up with
some fairy/fey monsters
4 - we could try this, maybe - use a different culture type - instead of middle ages europe (like the original)
we could do native american or oriental or arabian - of course, the problem with this is having to tweak
the characters AND spells AND weapons/armor...big hassle
Anyhow - I'll work on it and see what I can do. Let me know what you think, and I'll come up with some
other stuff to propose. Nothing going on until about 0400 or so tonight - so I've got time.
Matthew