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Designing a new campaign: Brainstorm stage, Focus wanted

Dannyalcatraz

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Hey Myc! That's not a bad idea...cyclic ELEs!

I've read a couple of the Pern books- I don't like McCaffery's style enough to read them all, but I'm familiar with some of the thread's effects.

Asimov's "Nightfall" short story (expanded into a novel, BTW) has something similarly apocalyptic. In it, a planet in a multiple sun solar system (thus, having no night) experiences a total eclipse 1 time every 1000 years, driving the majority of the planet's intelligent beings mad with terror to the point that they destroy their civilizations overnight...

In such a campaign world, it could be something as simple and mundane as the planet passing through a huge asteroid field periodically...or that the planet's orbit passes through the tail of a supermassive comet- each would result in lots of debris raining destruction down upon the planet.

OTOH, periodic ELEs* shape the world a little differently than the unexpected ones: periodicity = predictability. Somebody- especially entities with long lifespans or people living within a stable political system- would be aware of the impending ELE, and prepare for it. This would be reflected in architecture, data-storage systems & materials, and so forth.

* I realize its primarily a question of time scale- technically, the Yellowstone basin supervolcano has a period of about a half-million years between eruptions. Predictable? Yes- but you need some serious scientific tools to be able to discern the pattern.
 

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Herobizkit

Adventurer
Dannyalcatraz said:
Once I decide on the particular ELE- currently leaning towards meteoric impact or impacts- I'll be better able to figure out precisely how much technology & knowledge is lost. Clearly, spellbooks, scrolls, and other "soft" things are going to be extremely scarce.

EDIT: this alone has deep implications. Sorcerers and other "intuitive" arcane casters have a clear advantage...where are Wizards going to find their spells? Perhaps they should be pure researchers, letting each player research their own unique versions of spells, possibly with some kind of Spellcraft mechanic. For instance, instead of taking metamagic feats, Wizards would research and design "metamagical" versions of the spells. So, one mage may research and design Magic Missile as it is adding it to his book as a 1st level spell, while another might research it as an Empowered spell, and would know it as a 3rd level spell- ONLY. They could then free up feats for other purposes.
Two thoughts on this:
Take a look-see at d20 Modern's answer to Incantations, found in their Urban Arcana supplement. You can get the bare bones of it from WotC's SRD.

Also, check out Elements of Magic: Mythic Earth put out by Erik Mona. I recommend this one over his original because THIS one was made with d20 Modern in mind. It's less rules-intensive, which is great, and it pretty much lets you treat spells like superpowers in the mechanics of it.
 

Dannyalcatraz

Schmoderator
Staff member
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Hmm- I hadn't even thought of checking out D20 Modern stuff- and its just sitting right here on my shelf gathering dust... Thanks, Herobizkit!
 

monboesen

Explorer
One implication of an ELE is that most trades/crafts/professions/knowledges would more or less dissapear. And with them so would civilisation.

With written knowledge and instructions gone, trained professionals dead or without anyone/tools/time to pass their abilities to the survivors will soon be reduced to simple hunter/gatherer or agriculture styles of surviving.

They will most likely be living in small tightly knit societies, deeply suspicious of all strangers.

Heroic acts in such a community will be protecting them from outside danger, discovering lost knowledge of former civilisations, leading them to more hospitable living conditions, negotiating peace and coorporation with other surviving groups.


Religion might be very changed too. People might turn their backs on the former cruel gods who let the catastrophe happen without warning or helping. New beings could be on the rise to goodhood or elder gods/demons/devils/etc. could be ensnaring people with promises of protection and retribution.



You might want to restrict classes and feats somewhat as well.

-Clerics, Monks, Paladins and Wizard could be out. Simply because they assume organised teachings that no longer exists. In fact you might remove all non-spontaneous magic in one fell swoop.

-Barbarians, Rangers and Sorcerers should be prevalent as they are the most savage/primitive classes.

-Item creation feats should be gone. The same may apply for very specialised feats like weapon specialist and any others that imply lots of training and knowledge.
 
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Dannyalcatraz

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Thanks- there are some truly solid ideas in there!

I'm thinking that most trades- blacksmiths, carpenters, etc., would survive on some level in the early days, somewhere (other than the obvious subterranean locations). There could easily be a Lord of the Flies dynamic, in which certain "tribes" prey on others...raids are common.

Higher level professions would survive in a similar fashion, depending on the unique profession. Those that are universally useful like- medics and apothocaries- would be as invaluable as a blacksmith. Others, like lawyers, would be put to physical labor, assuming they weren't community leaders.

Religion is a bit trickier- while some would definitely lose their faith, others might see a meteor strike as the manifestation of Grummsh's power and ultimate revenge. Consider the HP Lovecraft story Dagon, in which a cultist converted an island to his corrupt faith because the island's economy was severely depressed, and he brought them gold from the sea...

As for the classes, I'm probably going to keep them all, but in some kind of altered form. If nothing else, classes like Clerics and Paladins won't have Church heirarchies & coffers to help support them, and wizards would definitely have problems with written magic, and as you pointed out, item creation would be a challenge. As you correctly point out, classes like Barbarians, Rangers, Sorcerers and Druids would be most at home in such a world, as would psionic classes, and classes like Warlock or Scouts. They are the most self-contained- least dependent upon the trappings of civilization to be effective or ply their trade.

If you were in a campaign such as this, would you rather start off at some small enclave or trading post, a dwarven citadel, or as members- possibly slaves- in one of the Underdark City-states?

My instinct at this point would be to start the party at a trading post, since the campaign could go in any direction from there, and I wouldn't have to restrict the racial selections down- any PC race I allow in the campaign could be present in such a locale.

Side note on races- one of my trusted GM confidantes suggested that I add Warforged to the list of races for use in this campaign- he thinks they, too would be very appropriate for such a setting. Yes? No?
 

monboesen

Explorer
I'm thinking that most trades- blacksmiths, carpenters, etc., would survive on some level in the early days, somewhere (other than the obvious subterranean locations).

Only if there are enough survivors that the blacksmith has someone to teach his craft too. And if he has acces to a smithy with tools. And he has the time to do so instead of hunting, farming, fleeing and so on. If most of the surface life was wiped out all these things are by no means sure.

It is by no means sure that all crafts would survive. It might be fun to choose some that just ceised to exist. But it might also be to much of a hassle to figure out what the missing crafts implications on the game world are.


in which certain "tribes" prey on others...raids are common.

Given the nature of humans this is definately what would happen. When civilisation breaks down the stronger (in the sense of physical might) will dominate and take advantage of the weaker. Humanistic and altruistic principles will go down the drain quicly when the :):):):) hits the fan. IMO this would be a dark and mean world.

There could be a classic struggle between a weaker but more civilised/organised group of people (a small city etc.) struggling vs. more regressed/primitive/savage group(s).

some small enclave or trading post, a dwarven citadel, or as members- possibly slaves- in one of the Underdark City-states?

Given those options, a trading post. That is going to be the most diverse place in both occupants (and player race/class options), trades and possible adventures.


Side note on races- one of my trusted GM confidantes suggested that I add Warforged to the list of races for use in this campaign- he thinks they, too would be very appropriate for such a setting. Yes? No?

Depends on whether they existed prior to the ELE or not. That said I think the advantage of not needing food/water in a more primitive campaign is stronger than in a standard campaign. And who has the knowledge to repair them.


Another note of interest. If most surface life was exterminated as you wrote in the initial post many species would be gone. That goes for animals, magical beasts, and so on. The nature of evolution dictates (and historical evidence shows) that after such extinction events evolution relatively rapid produces new species to take advantage of ecological niches that are now competitor free.

For instance if the world used to have lions, but lions went extinct. Then some other creature will adapt and utilise that ecological niche (large grass eating animals). So maybe now 10 ft. long 500 pounds heavy Rodents stalk and hunt antilopes or maybe one species of antilope has become a voracious meat eating hunter with razor sharp 4 ft. long horns used to kill prey.

Off course evolution don't really work that fast in real life, but hey you got the magical equivalent of a nuclear disaster so who knows how that affects evolutional speed.

You have the option of going totally crazy with ridiculous and terrifying new monsters/animals. And wont that be fun :)
 
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Dannyalcatraz

Schmoderator
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I'm thinking that most trades- blacksmiths, carpenters, etc., would survive on some level in the early days, somewhere (other than the obvious subterranean locations).

Only if there are enough survivors that the blacksmith has someone to teach his craft too. And if he has acces to a smithy with tools. And he has the time to do so instead of hunting, farming, fleeing and so on. If most of the surface life was wiped out all these things are by no means sure.

What I mean is that one tribe might have a fully functioning smithy, while someone else might have a master potter, another place has a cooper and a weaver, etc. Perhaps someone like a tanner would travel a circuit of tribes, selling his skins...though he'd need armed escort. Everything gets redistributed by trade or raid.

Off course evolution don't really work that fast in real life, but hey you got the magical equivalent of a nuclear disaster so who knows how that affects evolutional speed.

You have the option of going totally crazy with ridiculous and terrifying new monsters/animals. And wont that be fun

That, sir, is the heart of the reason for this thread! I'm a naturally creative person, and this is helping me refine and define the shape of this campaign. I intend to take my time- I'm currently playing in 2 other campaigns, so I have no need to rush. After the last campaign I ran, in which my burnout caused me to make some truly bad decisions (though it was still seriously fun), I want this one to go right.

At this point, I haven't tracked down those 3rd party books, When the Sky Falls and True Sorcery, but I may be ordering them soon (through my FLGS). At this point, I've examined the Epic/Urban Arcana Seeds system- it would work, and work well, but I'd have some significant work to do in the DC & damage departments.

Heck...I may just use Mutants & Masterminds for designing the spells...
 

Dannyalcatraz

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Some more:

Warforged will be officially part of the setting as a PC race, as will Lizard Men, though the latter may have subspecies- Marine, Freshwater, Brackish/Swamp (standard MM), Desert & Subterranean? Outsider species like Githzerai or Spikers would be permitted as well, if the PC concept is strong- most likely as the descendants of ancestors trapped on the PMP when the ELE occurred or as scouts testing the waters...

(Yes, I like grand campaigns.)

One BIG question- should Mind-flayers be opened up to PCs? As yet, they are the only race I have in the setting that aren't. I eliminated them out of hand, but the comic strip Downer has hinted at the possibility...besides, I don't think they'd be too powerful in the context of this campaign.

Wizards...woof...still going through the selection process on how to handle them, but I do have some thoughts on how they write their stuff down. I'm thinking that each culture will develop unique ways of storing their spells. Dwarven wizards would engrave gemstones with runes of power. The extremely rare Halfling Wizards might weave their spells into their hair, possibly with beads and complex knots. Half-Orc Wizards might tattoo themselves or use ritual scarification.

If there are scroll analogues, they'll reflect the culture as well. Dwarves might etch metal discs, Halflings would form clay fetishes, while Half-Orcs may use skrimshaw to make spellbones.

(Perhaps all the forms will be interchangeable- essentially scrolls=spellbooks=tattoos=knots=etc.)

All, of course, would be readable with Read Magic, but there may be some differences in the game depending upon the form. Thus, scalping that Halfling Wizard wouldn't just be a matter of displaying martial power, but of actually acquiring arcane power as well.

I'm considering using a couple of the classes from Kingdom of Kalamar- namely the Shaman and the Spellsinger. The Artificer is also a probable addition. Certain ToM & DCv1 classes will be in (Shadowcaster, Battledancer)...possibly something from MoI as well.
 

Dannyalcatraz

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First- everyone- THANK YOU! Your suggestions have helped crystalize a lot of this for me.

Revisions & Decisions:
1) The world will be beset by cyclic ELEs- a Godwar preturbed the planet's orbit, causing it to pass through the tail of a supercolossal arcanoactive comet every 50k yrs. The crystallized mana falling from the sky is both curse and blessing- yes, it causes mass extinctions...but the magic within its debris accellerates the recovery period... The world is currently passing through the 3rd Age of Recovery.

2) The PC races have changed somewhat. I became convinced that, despite the setting's demand of mass extinctions, few players (in my group, anyway) would want to play in a world where being human was simply not an option...and there are certain aspects of human psychology I want to explore... Some of the races I had under consideration simply wouldn't work, or overlapped significantly with other races.

So, the PC races: Humans; Mountain Dwarves; Green Elves (w/Woodling or equivalent template); Kobolds (replacing Feral Halflings); Drow; Duregar; Warforged; Planetouched (Aasimar, Genasi, Tiefling); Thri-Kreen; Githzerai; Githyanki; Anthropomorphic Animals; Awakened Animals; Wolfen (albeit altered from the ENWorld version- taking the place of giantkind).

Half-Dragons may still make the cut. Illithids and the other Aberrations of the world will remain NPC only.

3) I have a whole bunch of adventure seeds typed into my PDA, and I have designed my first organized adversary for the campaign.

The Verdant Hand. Symbol: the outline of a "human" hand, done in green pigment. This is a group of Druids, Rangers and other like-minded individuals who think the world is better off since the ELEs started, and thus actively work to thwart the re-emergence of civilization. Some members may have ulterior motives- like maintaining their personal power. Their symbol is always present when they interfere with the works of others- both a calling card and a warning.

4) Still haven't settled on a magic system yet...

Re: 2 & 3 above: One of the tactics of the Verdant Hands is the same as that of the Green Council that preceeded them- Awakening creatures and plants- but to serve THEIR purposes. Some of these animals were subsequently altered by magic to become even more dangerous...

To that end, I was wondering if there were any published d20 stats on critters something like H.R. Giger's Alien, George R. R. Martin's Sandkings, or Robert Heinlein's bugs from Starship Troopers.
 

Dannyalcatraz

Schmoderator
Staff member
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I'm still working on my magnum opus "Starfall" campaign and I need to figure out some stuff that as yet confounds me. Rules (WotC sources preferred, others accepted) & opinions?

Half-Drow: Are there any significant differences from normal Half-Elves? If so where are they published?

Myconids: PC race- Potential or Not a chance?
 

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