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X Marks the Spot: Piratical Resources for your 5E game
Home
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‘Witcher’ Style Adventures?
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<blockquote data-quote="Paul Farquhar" data-source="post: 8491387" data-attributes="member: 6906155"><p>Best way to do this IMO is drop alignment all together for that setting. Characters do stuff because reasons, not because they are goodies or baddies.</p><p></p><p>A couple of other thoughts on a Witcher style campaign:</p><p></p><p><strong>Don't You know there's a war on?</strong></p><p>One way to incorporate an open war as background is to plan it out in detail beforehand, and track the date accurately. The drawback is it can feel railroady - although the sense of having no control over the course of the war is realistic, it's not what players are used to in a narrative. It can mean that PCs are elsewhere when key events happen - again, realistic, but not as per the laws of narrative.</p><p></p><p>Something else you could do is play out the war using strategic wargame rules. They don't have to be specifically 5e D&D rules since the PCs aren't going to directly interact with them. Any rules will do.</p><p></p><p><strong>Monsters exist as a consequence of human Sin</strong></p><p>The comes from the folk tales referred to previously. The consequence is each individual monster needs an "origin story". Monsters are not part of the natural ecology of the world, as they are in a conventional D&D setting.</p><p></p><p>Addendum: This rather limits what WotC can do in an official product. The games and TV series have 18 or 15 certificates, whereas WotC can't do anything stronger than a PG. But I've always believed if you want a job doing then do it yourself, no one is obligated to do it for you.</p><p></p><p><strong>In order to kill a monster you need to know it's weakness</strong></p><p>I think this is the hardest to do in 5e, which leans heavily on the mechanic of killing monsters by hitting them repeatedly over the head until they fall down. It means redesigning a lot of monsters and leaning into research/knowledge skill checks.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8491387, member: 6906155"] Best way to do this IMO is drop alignment all together for that setting. Characters do stuff because reasons, not because they are goodies or baddies. A couple of other thoughts on a Witcher style campaign: [B]Don't You know there's a war on?[/B] One way to incorporate an open war as background is to plan it out in detail beforehand, and track the date accurately. The drawback is it can feel railroady - although the sense of having no control over the course of the war is realistic, it's not what players are used to in a narrative. It can mean that PCs are elsewhere when key events happen - again, realistic, but not as per the laws of narrative. Something else you could do is play out the war using strategic wargame rules. They don't have to be specifically 5e D&D rules since the PCs aren't going to directly interact with them. Any rules will do. [B]Monsters exist as a consequence of human Sin[/B] The comes from the folk tales referred to previously. The consequence is each individual monster needs an "origin story". Monsters are not part of the natural ecology of the world, as they are in a conventional D&D setting. Addendum: This rather limits what WotC can do in an official product. The games and TV series have 18 or 15 certificates, whereas WotC can't do anything stronger than a PG. But I've always believed if you want a job doing then do it yourself, no one is obligated to do it for you. [B]In order to kill a monster you need to know it's weakness[/B] I think this is the hardest to do in 5e, which leans heavily on the mechanic of killing monsters by hitting them repeatedly over the head until they fall down. It means redesigning a lot of monsters and leaning into research/knowledge skill checks. [/QUOTE]
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