11th Century Europe D&D Campaign

Scribble

First Post
Ok So I'm musing over the idea of putting together a campaign set in the 11th century. Well, "sort of" the 11th century. Some magic would exist, (mostly artifacts and rituals) and there would be some monsters, but most of it would be kind of rare. I think I would limit it to the martial power source.

Still trying to decide WHEN in the 11th century I would place it, and debating other changes/limits as well.

I think I'd set it in Wales (as I've been reading Stephen Lawhead's take on Robin Hood lately so it's in my mind.)

Not sure also if I'd outright say Martial is the ONLY power source... I think it would be a bending rule... IE SOME other classes outside of martial would be available but on a case by case basis.

Thoughts?
 

log in or register to remove this ad

Thoughts?

You may want to check out the Feudal Lords stuff for 4e. Its high quality 3PP stuff with some nice ideas. It is set after 11th Century but it may still be of use.

IMO I would go with the low/no magic item option in the DMG. I would encourage martial power classes only, though allow mutliclassing into non-martial classes for PCs. Human only, though use backgrounds for diversity.
 

I would say skip Dungeons and Dragons (which I love nonehteless) and run Pendragon (which I love even more): it is specifically designed for fantastical, wondrous, exciting campaigns with "all-martial" parties in a legendary version of the literary Middle Ages. Easily adapted to any version of history. Or get a copy and steal many great ideas for your Dungeons and Dragons homewbrew.
 
Last edited:

I might suggest away from 4th edition at all, unless you still want heroic, wire-fu style combat to be common amongst heroes. Kind of goes against what I expect from a pseudo-historical game, though.

Have a look at Ars Magica, it is 13th century 'Mythic' Europe where the legends are true. Can be quite nice.

If you want to stick with the idea of more pseudo-historical combat but keep 4th edition, re-name and re-describe those abilities. It'll still be a tactical wargame but at least the fluff will gel with the setting.
 

I think you could probably allow the barbarian or the paladin, as long as the player stuck to the less "magic-looking" of their powers. If you want to add a little more magic, you could also go with the artificer from Eberron, but claim that it's all alchemical, rather than magic.

If you're going entirely with martial classes, I'd loosen up the rules for class skills. In fact, I'd say just let people take whatever skills they want, or even grant them a few bonus skills.

Take substantial advantage of "reskinning." Lots of the humanoid monsters--orcs, bugbears, etc.--could be cast as human bandits or barbarian warriors.
 

I would say skip Dungeons and Dragons

I might suggest away from 4th edition at all...

Thanks for the suggestions guys, but I'm not really looking for the "don't use 4e" suggestions. I'm well aware of other game systems- I just think this would be interesting to do with 4e.

I think you could probably allow the barbarian or the paladin, as long as the player stuck to the less "magic-looking" of their powers. If you want to add a little more magic, you could also go with the artificer from Eberron, but claim that it's all alchemical, rather than magic.

Interesting idea for the artificer... Yeah I was thinking along those lines for the Barbarian as well- as long as nothing too overtly magic comes into play.

I haven't actually seen the Paladin in play, so I'm not fully aware of what it can do... You think it can be non magic appearing?

If you're going entirely with martial classes, I'd loosen up the rules for class skills. In fact, I'd say just let people take whatever skills they want, or even grant them a few bonus skills.

One thing I was thinking of doing was sort of building the skill packs based on what your like, "mold" was... IE if you're a priest in this world, while not a cleric, you would have knowledge religion as a class skill, etc...

Take substantial advantage of "reskinning." Lots of the humanoid monsters--orcs, bugbears, etc.--could be cast as human bandits or barbarian warriors.

Yeah- I'm thinking I would keep some monsters around, it just wouldn't be so in your face as a normal D&D campaign... Everyone might "know" there are fey in those woods, but they're rarely ever encountered... And probably a lot more on the "creepy" side of things.

Also Vlad the Impaler probably WOULD be a vampire... :P
 

If you're going entirely with martial classes, I'd loosen up the rules for class skills. In fact, I'd say just let people take whatever skills they want, or even grant them a few bonus skills.

Backgrounds do a decent job here already. If its not enough allow two backgrounds to have mechanical effect.
 

I would say skip Dungeons and Dragons (which I love nonehteless) and run Pendragon (which I love even more): it is specifically designed for fantastical, wondrous, exciting campaigns with "all-martial" parties in a legendary version of the literary Middle Ages. Easily adapted to any version of history. Or get a copy and steal many great ideas for your Dungeons and Dragons homewbrew.

For the naysayers, I recently ran a heroic tier all Martial Power game for 4e. The feel was 13th Warrior and not legendary wire-fu. As such, provided you are looking for a bit of action and not pure historical enactment, it should be OK.
 

I wouldn't be so quick to dismiss the non human races. A teifling for example would need to be more human looking, but would otherwise fit right in. Merlin himself was supposed to be half-demon remember. Likewise half-elves make perfect sense as changelings. Maybe halflings are pictish woad warriors, and half-orcs as brutish viking raiders. Just shift the images 4 pts towards human and call it good.
 

Thanks for the suggestions guys, but I'm not really looking for the "don't use 4e" suggestions. I'm well aware of other game systems- I just think this would be interesting to do with 4e.
Well in all fairness you did say "11th Century Europe".

Not "a high-octane sanitized 11th Century Las Vegas Europe".

I can't blame them for suggesting other games than D&D when it comes to a harsh, gritty, deeply religious period of time.

Zapp

PS. There's nothing wrong with your idea for a D&D game. It won't have much (if anything) in common with 11th Century Europe (D&D isn't known for its realism or historical authenticity), but that really isn't very relevant if everybody is having fun!
 

Pets & Sidekicks

Remove ads

Top