Uller
Adventurer
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When my current canpaign ends I'd like to start a new one that is a bit more grim and where the players play the role of quest givers as well as adventurers.
The idea being that adventurers come cheap (especially low level ones) and die or are disabled often.
A few thoughts to achieve this:
1) my players' former PCs will be the quest givers. They will be building/occupying a stronghold of sorts and the burden of governing will prevent them from adventuring.
2) The setting will be a static local around the retured PCs' stronghold. Adventures will become available and the PCs will rarely have to travel (far).
3) Available races, classes and gear will be severely limited at first. Successful adventuring can "unlock" those portions of the game. For example...for Mountain Dwarves to become available as a PC race, the players must complete some quest(s) that open up trade routes to an isolated dwarven kingdom. For cetain armor to become available, the PCs must complete a quest that attracts an armor smith to the stronghold or fork over loot to attract one.
4) institute insanity and permanent injury rules so that adventurers become broken. Wealth, down time and other resources are required to allow recovery.
5) Some PCs will become so broken (mentally or physically) that they are no longer viable...so ways to attract new PCs to the stronghold will have to be available. Using aqcuired wealth and influence will allow replacement PCs to be advanced enough to keep up with the other PCs
6) Unlike Darkest Dungeon, I wouldn't wany to spend a lot of time retracing lower level adventures.
7) different sources of quests will develop and sometimes those sources will surpass the skill of available adventurers, forcing the quest givers to develop other avenues and bide their time.
Right now it's just an idea that needs a lot more fleshing out...it would require players to be a lot less attached to individual PCs.
When my current canpaign ends I'd like to start a new one that is a bit more grim and where the players play the role of quest givers as well as adventurers.
The idea being that adventurers come cheap (especially low level ones) and die or are disabled often.
A few thoughts to achieve this:
1) my players' former PCs will be the quest givers. They will be building/occupying a stronghold of sorts and the burden of governing will prevent them from adventuring.
2) The setting will be a static local around the retured PCs' stronghold. Adventures will become available and the PCs will rarely have to travel (far).
3) Available races, classes and gear will be severely limited at first. Successful adventuring can "unlock" those portions of the game. For example...for Mountain Dwarves to become available as a PC race, the players must complete some quest(s) that open up trade routes to an isolated dwarven kingdom. For cetain armor to become available, the PCs must complete a quest that attracts an armor smith to the stronghold or fork over loot to attract one.
4) institute insanity and permanent injury rules so that adventurers become broken. Wealth, down time and other resources are required to allow recovery.
5) Some PCs will become so broken (mentally or physically) that they are no longer viable...so ways to attract new PCs to the stronghold will have to be available. Using aqcuired wealth and influence will allow replacement PCs to be advanced enough to keep up with the other PCs
6) Unlike Darkest Dungeon, I wouldn't wany to spend a lot of time retracing lower level adventures.
7) different sources of quests will develop and sometimes those sources will surpass the skill of available adventurers, forcing the quest givers to develop other avenues and bide their time.
Right now it's just an idea that needs a lot more fleshing out...it would require players to be a lot less attached to individual PCs.