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Campaign Idea: Very Rare Magic Items at Lv. 1
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<blockquote data-quote="doppelgangerstudios" data-source="post: 8775101" data-attributes="member: 7037906"><p>Been workshopping an idea for a new campaign. All characters start at 1st level, standard rules except for one important addition: every player may choose one (1) Very Rare magic item. It can be from any book, and the DM has no say in the matter. They can incorporate that item into their history and begin play with it.</p><p></p><p>PLOT TWIST: during the first session, the players end up facing a difficult choice, the BBEG will blow everyone away unless they fork over the items. Using the items in any way also results in the characters being disintegrated. It’s made abundantly clear the choice is lose your items or die, leaving the campaign. </p><p></p><p>PLOT TWIST: The players are left with some clues as to where the BBEG went. </p><p></p><p>PLOT TWIST: When they find the BBEG’s lair, the BBEG is gone but the items have all been destroyed. </p><p></p><p>PLOT TWIST: The players hear of an archmage that may be able to repair the items.</p><p></p><p>PLOT TWIST: When they finally get to the archmage, the mage tells them the items have been permanently destroyed. Enterprising players may interpret the campaign gimmick as a goal, and may suggest finding a way to create new versions of the items, maybe even using the pieces to model the items. </p><p></p><p>PLOT TWIST: If the players try to get around the destruction, they are greeted with another difficulty. Not only have the items been destroyed, the magic that created them was permanently warped. Those particular items are now impossible to recreate, they are effectively globally banned from the campaign world.</p><p></p><p>PLOT TWIST: Every once in awhile an NPC suggests that maybe there is hope if the BBEG is defeated. Once the party kill him, they find it changes nothing. Other NPCs periodically suggest that the items were important in some way or that something may still be done to get them back. Unfortunately, it’s always a ruse, a pretext to waste the party’s time or accomplish the NPC’s selfish goal. As the campaign progresses, the ruses become less convincing and the NPCs voicing them become less motivated to do so, moving from “I’m using you by lying about the items” to “I’m mocking you, knowing that mentioning them angers you” to a final, terminal energy of “I’m half-heartedly mentioning what is certainly a lie about the items for no apparent gain”. </p><p></p><p>Basically the rest of the campaign writes itself. Ideally, the BBEG is dead by level 4 and the rest of the action is whatever. The important part is the items and how they’ll never, ever make it into the campaign. Even future games set in the world should not feature them.</p><p></p><p>Not sure if it needs any more spice, but anyway that’s the idea</p></blockquote><p></p>
[QUOTE="doppelgangerstudios, post: 8775101, member: 7037906"] Been workshopping an idea for a new campaign. All characters start at 1st level, standard rules except for one important addition: every player may choose one (1) Very Rare magic item. It can be from any book, and the DM has no say in the matter. They can incorporate that item into their history and begin play with it. PLOT TWIST: during the first session, the players end up facing a difficult choice, the BBEG will blow everyone away unless they fork over the items. Using the items in any way also results in the characters being disintegrated. It’s made abundantly clear the choice is lose your items or die, leaving the campaign. PLOT TWIST: The players are left with some clues as to where the BBEG went. PLOT TWIST: When they find the BBEG’s lair, the BBEG is gone but the items have all been destroyed. PLOT TWIST: The players hear of an archmage that may be able to repair the items. PLOT TWIST: When they finally get to the archmage, the mage tells them the items have been permanently destroyed. Enterprising players may interpret the campaign gimmick as a goal, and may suggest finding a way to create new versions of the items, maybe even using the pieces to model the items. PLOT TWIST: If the players try to get around the destruction, they are greeted with another difficulty. Not only have the items been destroyed, the magic that created them was permanently warped. Those particular items are now impossible to recreate, they are effectively globally banned from the campaign world. PLOT TWIST: Every once in awhile an NPC suggests that maybe there is hope if the BBEG is defeated. Once the party kill him, they find it changes nothing. Other NPCs periodically suggest that the items were important in some way or that something may still be done to get them back. Unfortunately, it’s always a ruse, a pretext to waste the party’s time or accomplish the NPC’s selfish goal. As the campaign progresses, the ruses become less convincing and the NPCs voicing them become less motivated to do so, moving from “I’m using you by lying about the items” to “I’m mocking you, knowing that mentioning them angers you” to a final, terminal energy of “I’m half-heartedly mentioning what is certainly a lie about the items for no apparent gain”. Basically the rest of the campaign writes itself. Ideally, the BBEG is dead by level 4 and the rest of the action is whatever. The important part is the items and how they’ll never, ever make it into the campaign. Even future games set in the world should not feature them. Not sure if it needs any more spice, but anyway that’s the idea [/QUOTE]
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