I have a limited amount of time to roleplay, and so I produce a fair number of ideas which I will never be able to use. Some of these I might brush off again and use at some point in the future, of course, but the majority of them will be lost. And, of course, some of them are pretty stupid...
But anyway, these are just ideas, each with typically a few thousand words attached. You can flesh them out, incorporate them into your own, take a small spark from one that leads to your own stuff, whatever. As many writers know (and entrepreneurs), ideas are a dime a dozen. It's execution that counts, and I only have the time to execute some of my ideas.
Of course, if you just copy me word for word and hit the big time I'll want a big cut for writing your book for you... ;)
And I reserve the right to come back and use anything and everything within these hallowed halls.
I have a rather violent, demanding muse. She'll pop an idea into my head and while I may have likened these ideas to tadpoles, they are tadpoles that pick me up in their sharp, nasty teeth and thrash me around until I put them down on paper. Then, exhausted, I am left alone, only dim memories of their desire to be free remaining.
I try to forget these experiences as quickly as possible, and throw myself into my "real" creative projects.
So most of these pieces have not been editted once in their brief, tadpole-like lives. The formatting is as basic as possible. That I take the time to insert them into the web page is just the most recent demand my muse has made.
I've tried to give some indication of what each campaign idea is like before you go to the page. Here are the conventions I've used to do so...
Magic (0-5)
0 no magic (rare for me).
1 too subtle for science to acknowledge.
2 subtle, but strong enough to be measured.
3 fantasy norm; fireballs are "costly" but doable.
4 powerful fantasy; fireballs are standard tactics.
5 over-the-top; mages can level towns.
If I tack on a 'q' to the number (like '2q'), that means the world idea assumes the use of my quantum magic system. In essence, this system works in a manner similar to how most believers in the real world think magic works in the real world; under this system, level '1' is the real world, and higher levels just denote more available energy for mages to play with. Someday I'll probably put the quantum magic system up...
Technology (0-5)
0 pre-agricultural revolution. Mmmm, tribes.
1 pre-iron age.
2 pre-industrial age.
3 industrial age, and usually means modern.
4 post-industrial age (near future?).
5 far future, where tech is vaguely magical.
Experimental
If I mark something as experimental, that usually means it requires the players (or GM) to twist their mind around some odd concept (like strange physics or bizarre cultures). I've run a few experimental games successfully, but I've had plenty of others flop.
Summary
I'll try to give a short, 50 words or less summary.
Vampires
A list of considerations for designing vampires. Just something I've worked at on and off for a few years.
Little People (Mgc 0-2, Tech any, Experimental)
A small person campaign, based around 2cm tall PCs who can run 50cm per second, lift close to 85x their own weight, and some of them can fly. Might be set in the modern world or could be set in the Ice Age. Interesting to me primarily for treating the little guys with some realism.
Anthroworld (Mgc 3-4, Tech 4)
The change happened in 2002, and many teenagers went to fur. Some of them even gained powers (elemental, animal spirit, or mind based). As each generation hits puberty, a tiny percentage goes to fur also. Kind of an anime super-teens campaign idea.
Black Bob (Mgc 2q/3, Tech 2.5)
A kind of dark fantasy realm with some steam technology, mixed magic, and a rather nasty deity. Vaguely inspired by Bob's World by a friend and Ravenloft and a buncha other stuff.
Piku (Mgc 2, Tech 4+)
My take on an anime cyberpunk. Intended to feel gritty without actually being gritty... My brother is doing his own thang with some of the ideas here. Also, I'm working on Piku 2.0, which will be a more detailed setting, and changed in some basic ways.
Relics (Mgc 0, Tech 2/4)
The secret to immortality is discovered and people destroy civilization over it. In the end, there are a handful of immortals ("relics") and the primitive rest of civilization remaining.
D&D3E Asthantasia
Just some ideas.