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Planning a new campaign - a "pseudo-sandbox" ruined city

Mercurius

Legend
I'm looking for feedback, advice, and ideas for a new campaign I'm planning. I'd like to give the context, so please bear with me as I go through some of preliminaries. We're playing 4E and I'm planning around the tiers, or at least Heroic and Paragon, but there is nothing here really that couldn't apply to another edition or game.

Our Group
We're a group of seven 30-40-somethings, all with busy lives. We try to meet every two weeks for a 4-5 hour session, although usually about 3-4 is actual gaming, and we probably miss a session every couple months. We started about two and a half years ago, I as the DM for the first two years. I ran a rather haphazard campaign up to Paragon tier - a string of relatively unrelated adventures - when I achieved burn out and we took a hiatus for a couple months and then another guy took the DM reins. He's been running us for the last two months or so.

None of us really have the time to craft an intricate campaign, which is something I'm a bit regretful about but is just a reality we have to deal with. But we enjoy what we do: pretty straightforward adventures focused mainly on exploration and combat, with some role-playing mixed in.

There are three of us that are willing and able to DM, so we've decided that we'll take turns, probably alternating by adventures. We are going to keep the Paragon group (now 12th level) as the "main course" but I'm interested in starting something fresh, which is what this post is about.

The Basic Premise
First, the setting. It was designed around the "Points of Light" concept. The basic idea is that a magical apocalypse destroyed a high civilization - and the gods along with it - about a thousand years ago. Humans were almost entirely killed off; the survivors were taken in by the Elder Races (elves, dwarves, gnomes mainly) into safe havens for centuries while "aftershocks" of the apocalypse in the form of magical storms ravaged the world, not to mention the massive tarrasque-esque monsters, called Abominations, that roamed the land.

About two hundred years ago a new pantheon of gods appeared and calmed the storms and killed off or imprisoned most of the Abominations. Gradually humans set up a new civilization with the help of the other races, in particular the dwarves, who are probably the most powerful race. The world is a savage, monster-teaming place with countless ruins and other remnants of previous ages. Civilization is in a time of great expansion and teetering on the verge of blossoming, but there are numerous conflicts and factors that remain.

The Campaign
The basic idea for this new campaign is that a vast complex of ruins, a massive city of the prior great civilization, was recently found in the jungles to the south. Adventurers are flocking to it; a small town was set up on its edge to provide services - inns, shops, whores, all the good stuff. (If you're familiar with Earthdawn, which was an influence on this setting as a whole, then you might be reminded of Parlainth). The prior civilization was ruled by sorcerer-kings, so there was tons of magic - items, creatures, etc - so lots of potential loot to discover! (and weird monsters to face).
Heroictier will focus on exploration of the ruins, including the under-city. The city itself was once one of the greatest of the old world - a few hundred thousand inhabitants, mainly stone structures. By the end of the tier I'd like the PCs to have figured out much about the city - how it was destroyed, what the nature of the high civilization was, why the apocalypse occurred, etc. I am also wanting to set the group up to release an "Ancient Evil" that has been imprisoned in the ruins for a thousand years...this will set the stage for Paragon tier, which will take them beyond the city, although in what direction I'm not sure.


Some Criteria
-
Very little between-session preparation. I'm happy and excited about a fair amount of up-front design - building the city, maps, encounters, etc, but I have a lot else on my plate so once we get going I don't want to have to scramble before running a session. I'm a teacher and once September hits, life is a whirlwind - so I'm hoping to get the up-front preparation done in the next couple months.
- I'm hoping to have the spontaneity and freedom of a sandbox, but with an underlying puzzle - the mystery of the city itself, its past, and that of the high civilization (which is largely unknown, except in legend). I like the idea of the PCs gradually putting together a picture of the city and the world before the apocalypse - a kind of mystery, in a sense.
- Quick advancement - As everyone is now used to playing Paragon characters, playing early Heroic might not be that exciting; furthermore, we won't be playing this every session but rather for a couple months at a ptime, then playing the other campaign for some time. So I want quick advancement - maybe as much as one level per session.

So I'm trying to imagine what I need to do to run this. I'm thinking at least a few things need to be in order before starting:

- Maps: of the region, the city, the under-city
- Random encounter tables
- A bunch of encounters/delves
- A solid idea of what the city was like before it was destroyed.
- A bunch of clues for them to piece together

Anything else? Any thoughts or advice or ideas in general? How would you prepare and run this?
 

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You look at an older Monte Cook product for Arcana Evolved Ruins of Intrigue. As from some setting idea, it has an interesting method to quickly build out adventures using a hook, location, and event (I think those are the 3 - its been awhile). It might give you some ideas for your approach.
 

I have a hankering to do the same after recently finishing Fallout 3. Hard to recommend that as any kind of help to you if you haven't already played it, due to how long that would take. Even though it's post apocolypse, it has a lot of good ideas for a fantasy equivilant.

A good idea (which Ruins of Intrigue implements) is to have factions within the ruins working, or even warring, against each other that the players can work with or against. Adds a great dynamic to the setting. Just have some ideas ahead of time on what faction will do depending on what the party does to help or hinder it, and that should help the setting flow without a lot of extra work after the fact.
 



...a vast complex of ruins, a massive city of the prior great civilization, was recently found in the jungles to the south... Any thoughts or advice or ideas in general? How would you prepare and run this?

I think I would start with Chichen Itza as my inspiration.
chichenitza.jpg

A wealth of information on the internet can provide maps of current ruins, drawings of the buildings as they once were, and a hint about the Mayan culture of the region.
 

I'm hoping to have the spontaneity and freedom of a sandbox, but with an underlying puzzle - the mystery of the city itself, its past, and that of the high civilization (which is largely unknown, except in legend). I like the idea of the PCs gradually putting together a picture of the city and the world before the apocalypse - a kind of mystery, in a sense.

For sandbox and clues, the single best advice I have seen is from the old Dungeon Craft series, back when Ray Winneger (sp?) started it. His idea here is that every ... single ... time... you introduce an NPC or named monster, powerful item, interesting locations, faction, etc. that you create at least one "secret" about this thing, and write it down. Really important things may have 2 or 3 such secrets.

Then you start planting clues about these secrets. I think he pushed heavier for relatively few clues that would be discovered almost assuredly. Coming from an information heavy style, I modfied this advice to have multiple, smaller clues for each secret. And then I complicate things by making some but not all of the secrets tie together.

What you end up with is a very intricate, complicated thing to unravel, that however does not take even half the clues to mostly unravel. And details will start to emerge almost immediately. The only real risk is that the players may get unnaturally clever and unravel it a lot faster than you planned, but I consider this a feature, not a bug. If they have to spend the last adventure or two knowing how bad things are, instead of merely suspecting, I can deal. :devil:

- Quick advancement - As everyone is now used to playing Paragon characters, playing early Heroic might not be that exciting; furthermore, we won't be playing this every session but rather for a couple months at a ptime, then playing the other campaign for some time. So I want quick advancement - maybe as much as one level per session.

One thing that has really worked well for me in 3E, Arcana Evolved, and 4E, when it comes to faster leveling at times, is to start relatively low, level at more or less the usual rate, but give two levels each time. For your setup, I might start at 2nd, advance each time a major adventure is completed, and go up to 4th, 6th, etc. Our current campaign, we did thus up to 8th, and then slowed down to regular pace. I say this, because the big problem with rapid leveling without other changes is that you don't get to spend much time enjoying the way you are now. But if all your players are reasonably into the mechanics of the game, this might not matter as much as it does for us. (We also did this because we have very infrequent but long sessions, and the last thing we want to do is level during game time.)
 

Do you have a copy of the AD&D module I1: Dwellers of the Forbidden City?

Ruined city in the jungle: check.
Maps: check.
Room to explore and be sandboxy: check.
Made to order rivalries and factions: check.
Encounter tables: check.
Underlying history/mystery: check.

It could work pretty well as a starting point for adaptation.

Here's a good review with a peak at the city map: http://grognardia.blogspot.com/2010/11/retrospective-dwellers-of-forbidden.html

In fact, you could go real crazy and drop it into the the volcano at the center of the Isle of Dread for an even more mega-sandbox.
 
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Some resources I'd suggest looking for as good "looting spots":

Dragon's Delve (you can purchase pdfs of levels if you don't want an ongoing subscription)

World's largest dungeon (good maps, small sections can be snipped out and converted)

Castle Whiterock (whole levels of this might be usable as-is)

WOTC had some fabulous maps in their 3rd edition days that I use and reuse. You might try to find and download a bunch of them for inspiration.

And something I created years ago: Vishteer Campaign / Escruag
 

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