A comment on recent article on Wizards.com (http://www.wizards.com/dnd/Article.aspx?x=dnd/4alum/2012April) inspired me recently. Mostly the idea that it's impossible to adventure on the elemental planes. I'd like to prove that wrong, by creating an entire adventure path set on the elemental planes.
There's no need to go from one to twenty or thirty or whatever. In fact, focusing more on the lower levels would help to prove the point that the elemental planes are viable locations for adventure, though certainly lower levels would focus on the more hospitable regions of the elemental planes. So I'm think that the earliest adventures will take place in some elemental metropolis such as the City of Brass. Then later the campaign can progress to wilderness adventures in such locations as the elemental plane of air, air pockets in elemental earth, etc. Later on the adventures will take place in more hostile regions of course.
Next thing to think of is the theme or subject that binds all the adventures together. In a regular Planescape campaign this might be a philosophical question of some sort "What can change the nature of a man?" or "Truth is in the eye of the beholder". However, in the Inner Planes, philosophy and belief are of less importance. So that will certainly color our selection of themes. If it is something related to philosophy, then it should be something related to the Inner Planes, perhaps something to do with the conflict between different elements and energies, off the top of my head. We'll also want to think of whether we want on BBEG, multiple conflicting antagonists, or perhaps a conflict not driven by any antagonist, but rather by an event that no one being or collection of beings is responsible for. I personally think we should avoid having the adventure path be resolved by just killing a guy, whether or not the conflict is driven by one main BBEG or not. Likely the climax of the whole path will involve a conflict against one or more antagonists, but will not be resolved wholly by that conflict.
Obviously I'd like to have some help, since it's a tall order to write an entire adventure path by oneself. I'll probably create at least one adventure, perhaps several, but some help would be nice. Also I'd like to leave some "gaps" in the story. Some interludes where the DM can insert they're own adventures, other published, adventures or for more player driven, "sandboxy" adventures. We might create some material for this stage of the campaign, like some side adventures not tied directly to the main plot. So, anybody with me?
It's late and I've been up for way too long, but I once ran an adventure wherein the characters used a magical item to inhabit elemental bodies and move about the plane of fire toward their ultimate goal. They had no access to their normal abilities, spells, and so forth, but instead had a couple different element types to choose from and access to the powers - and naturally, resistances - of those elementals. It was only one portion of a much larger campaign, but much fun was had by all as they got to experiment with their borrowed forms and do things they never could have done as flesh and blood creatures.
Should it strike your fancy, feel free to steal the idea and use it at your leisure.