3.5 edition D&D rules, maybe with a bugfixed Temple of ELemental Evil engine
everything is random.. the game ships with about 500 random quests, ranging from level 1 kill the goblin quests to level 20 kill the demigod quests that are interlaced randomly through the game in such a way as adventures are linked together in actual D&D games.
Instead of focusing on a story, you provide a world with tons of paths that might or might not lead through the game, which will have different end points depending on random chance and the make-up of your group. Could even have completely random cities and locations.
Basically - you start a game up with a couple friends and work through a full 1-20 D&D campaign on the PC without any sort of overarching story except the string of adventures you have. You COULD have recurring villains and story elements, but they'd also be randomly determined. It would be neat if you ignored certain quests if major things could happen. Like if you're called upon the stop a demon from devouring the sun by Pelor's priests, then if you ignore that quest or refuse it, the consequences would be real. It would become dark and evil would proliferate. quests would be tailored towards fixing the problem.
everything is random.. the game ships with about 500 random quests, ranging from level 1 kill the goblin quests to level 20 kill the demigod quests that are interlaced randomly through the game in such a way as adventures are linked together in actual D&D games.
Instead of focusing on a story, you provide a world with tons of paths that might or might not lead through the game, which will have different end points depending on random chance and the make-up of your group. Could even have completely random cities and locations.
Basically - you start a game up with a couple friends and work through a full 1-20 D&D campaign on the PC without any sort of overarching story except the string of adventures you have. You COULD have recurring villains and story elements, but they'd also be randomly determined. It would be neat if you ignored certain quests if major things could happen. Like if you're called upon the stop a demon from devouring the sun by Pelor's priests, then if you ignore that quest or refuse it, the consequences would be real. It would become dark and evil would proliferate. quests would be tailored towards fixing the problem.