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XP for gold 5th Edition campaign
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<blockquote data-quote="CapnZapp" data-source="post: 6990255" data-attributes="member: 12731"><p>As for how xp for gold will affect the setting:</p><p></p><p>I imagine there will be at least one larger city apart from "starter town". Characters can come from this town or (preferably) from surrounding villages and farms. They're leaving their old (hopeless) life behind; perhaps they have several older brothers or sisters so no chance of inheriting, or they're just tired of bad harvests and a lot of grueling work for very little in return.</p><p></p><p>"Starter Town" will have all basic amenities, as well as quest hooks for several overland scenario vignettes (much like the boxed starter set) and perhaps the first two dungeons. The first (=lowest-levelled) one (Sunless Citadel I believe) is sufficiently easy that I'm making it partly explored. It will be the main source of legends and tales of riches and success. </p><p></p><p>If I use the Rod of Seven Parts, the first part will already have been looted from the Citadel and now hangs proudly behind the bar disk of the adventurer that built the town's inn for precisely the gains from that dungeon.</p><p></p><p>A partial list of needed starter town locations:</p><p>- inn, tavern, brothel</p><p>- at least three established churches: lawful, neutral and chaotic</p><p>- several "starter projects" made by NPC adventurers (spending their downtime per gp for xp rules): cults (turning into churches if successful), guilds (anything from goldsmiths to thieves to adventurers), other community efforts (orphanages, soup kitchens, almshouses etc)</p><p></p><p>There will probably not be a need for specialized adventuring gear outlets, such as magic shoppes, in the starter town: the three big churches is probably sufficient.</p><p></p><p>On the overland map there will be three established city-based regional guilds: probably knight's chapter (lawful), adventurer's guild (neutral) and assassin's guild (chaotic). There might be other power centers on the edges of the maps such as an druid's circle, an elf village (perhaps bringing in exotic goods via forested river) and a dwarf outpost (perhaps a mine or citadel).</p><p></p><p>At least one road leads out from "starter town" connecting it to a larger city. Since this road is routinely patrolled it will be significantly safer than roadless encounters a similar distance from town. It might feature bandits and highwaymen, but these are more likely to rob you blind than to kill and eat you.</p><p></p><p>It would be cool to have three trails from town as well, leading to three powerful spellcasters for additional quest generation. I don't know, the white wizard Selator, the red wizard Poomchukker and the black wizard Grimslade. Each wizard can provide quests and information on the various dungeons, but they demand a given character works only with them and not the other two wizards (so different party members have different patrons).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6990255, member: 12731"] As for how xp for gold will affect the setting: I imagine there will be at least one larger city apart from "starter town". Characters can come from this town or (preferably) from surrounding villages and farms. They're leaving their old (hopeless) life behind; perhaps they have several older brothers or sisters so no chance of inheriting, or they're just tired of bad harvests and a lot of grueling work for very little in return. "Starter Town" will have all basic amenities, as well as quest hooks for several overland scenario vignettes (much like the boxed starter set) and perhaps the first two dungeons. The first (=lowest-levelled) one (Sunless Citadel I believe) is sufficiently easy that I'm making it partly explored. It will be the main source of legends and tales of riches and success. If I use the Rod of Seven Parts, the first part will already have been looted from the Citadel and now hangs proudly behind the bar disk of the adventurer that built the town's inn for precisely the gains from that dungeon. A partial list of needed starter town locations: - inn, tavern, brothel - at least three established churches: lawful, neutral and chaotic - several "starter projects" made by NPC adventurers (spending their downtime per gp for xp rules): cults (turning into churches if successful), guilds (anything from goldsmiths to thieves to adventurers), other community efforts (orphanages, soup kitchens, almshouses etc) There will probably not be a need for specialized adventuring gear outlets, such as magic shoppes, in the starter town: the three big churches is probably sufficient. On the overland map there will be three established city-based regional guilds: probably knight's chapter (lawful), adventurer's guild (neutral) and assassin's guild (chaotic). There might be other power centers on the edges of the maps such as an druid's circle, an elf village (perhaps bringing in exotic goods via forested river) and a dwarf outpost (perhaps a mine or citadel). At least one road leads out from "starter town" connecting it to a larger city. Since this road is routinely patrolled it will be significantly safer than roadless encounters a similar distance from town. It might feature bandits and highwaymen, but these are more likely to rob you blind than to kill and eat you. It would be cool to have three trails from town as well, leading to three powerful spellcasters for additional quest generation. I don't know, the white wizard Selator, the red wizard Poomchukker and the black wizard Grimslade. Each wizard can provide quests and information on the various dungeons, but they demand a given character works only with them and not the other two wizards (so different party members have different patrons). [/QUOTE]
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