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Sunday, 11th January, 2009, 06:23 AM #1
Guide (Lvl 11)
Recruiting: DT's Sword and Sorcery Campaign (BECMI/Wilderlands)
So I decided that I will start a basic Dungeons and Dragons campaign using the Mentzer BECMI rules and I am looking for a handful of players. It will take place in the relatively edition-neutral world of the Judge's Guild Wilderland of High Fantasy, and the characters will start out in the City-State of the Invincible Overlord. The game will start off simply enough. Characters will roll for six stats, rolling 4d6 and dropping the lowest. They will place their scores in the following order: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. The characters will be human so from here we can pick from the four core human classes (cleric, fighter, magic-user, and thief) along with the two optional human classes (monk and druid). Elves, dwarves, and halfling will not be allowable classes for now. I'll fill in the saving throws for the characters. The characters will start off with little equipment... at most a crude weapon, a leather jerkin, and some basic equipment. There are no feats or skills in a normal BECMI game, although there was an attempt to add sort of a system in its later stages. For now, understand that a good and coherent back story will speak about what kind of learning and knowledge each character may reasonably have.
A little bit about the city-state. It's hard for the characters to say who wields power in the city state. There is an overlord who every so often makes decrees that his soldiers follow, but he seems much detached from the daily going-ons. There are competing merchant houses, guilds, royal families, strange dealers in the arcane, cults, and military officers. The houses, guilds, and families seem to last quite a bit longer than the other would-be strongmen. Yet the powerful always seem to overplay their hand and the Overlord still remains, aloof while feared and respected.
The Overlord brings order in a chaotic world, yet many laws are bent if not completely circumvented. The rich and powerful get away with such flaunting more often than the more numerous poor, yet there is a certain code. Everyone tries to hustle in order to get money in the City State. It's a matter of survival. Yet those that attempt to blatantly cheat or steal from the decent citizenry might find themselves isolated. Those that steal from such evil men while maintaining a level of nobility are instead seen as heroes of the downtrodden. The slums will protect these kind of men.
There is also honest work, though tough work. Working the docks, delivering ale to the alehouses... life is tough in the City State. After all, it's one of the few large settlements left after the fall of civilization and one of the few places that survived the invasive hordes of orcs and goblins. Not to say that those races are no longer threats. They have settlements near the city, and although they trade more often after their numbers were decimated, they are still known to attack a weakly armed caravan getting too close to their territories after sundown.
Banditry, violent guilds, slavery, corrupt aristocrats... life is never dull around the City-State.
Oh... one last thing. Characters will gain no experience points from fighting, nor will they get an experience bonus for high stat scores. Instead they will only gain experience points from the rare RPing bonus and from spending coin. Each gold piece of material will be equivalent to one experience point. That means that if your character finds a sack of 2,000gp he will only get the experience for the treasure once he puts the money to use. That may be for a river boat to explore the dangerous waterways around him, or for some new equipment, a house, or perhaps to blow it all on a week of drunken bliss with the girls from the Naughty Nannies establishment.
Chapter 1 Roster:
Rovan the Mage (Fenris)
Edvan Chelwhistle (GlassEye)
Hilmdyn Stoneheart (garyh)
Last edited by Deuce Traveler; Sunday, 21st June, 2009 at 09:23 PM.My Involvement:
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