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BCCS Idea Thread for me, Not for any in Rel's playgroup!
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<blockquote data-quote="Riggs" data-source="post: 2458214" data-attributes="member: 15467"><p><strong>Campaign Thoughts 1</strong></p><p></p><p>Ok I said I would try to add my current musings and ideas for a campaign to flesh out the parameters a bit to help you help me.</p><p></p><p> I mentioned wanting to play in the East, and my notes say Rust is the border of said area and all further east than that, such as Heart, Tome and Were. If anyone knows why any of these towns are good or not good for some reason (like it's in a null zone, or has a giant Taken bath house or something <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>I also do not want to introduce a Taken right away, but will have one or more involved at some point. I figure that of the Taken that are not confirmed dead and do not show up later in the South, I have Nightcrawler, Bonegnasher, The Faceless Man and Moonbiter to work with and no continuity issues. I'll choose one or more later.</p><p></p><p>A few plot ideas to base from:</p><p>1) A Taken has escaped Charm and seems to have successfully fooled The Lady into thinking they are dead. Empire-building time in the East, and based on the model known to them, they hire mercs and mooks to help. A solicitation to enlist them is sort of in the Soulcatcher/Beryl format where it seems reasonable or lesser of two evils. This thread seems contrived and like the book for the first run. I thought of this while trying too hard to keep the feel from the book, but I figure to drop this idea in later or not at all.</p><p>2) Born from the ruinations happening up to and including Charm, several cults and doomsayers have sprung up. One such cult involves communion with the dead. This cult is a facade by a mage looking to achieve 4th magnitude. His method involves reviving a slain Taken and then becoming Taken himself. The trick for him is, he will keep the revived Taken on "life support" and have already ordered his servants to cut life support after 10 days of reviving him (thus getting the mage around the 'cannot harm your master' rule. As usual, this idea is not flawless and gets the mage in trouble. What the party experiences is working for a driven 'priest' for name lore, etc. and hen suddenly working subtly for a Taken, then directly for one later, for them to decide how to proceed.</p><p>3) During a hired raid of spies, the party comes across some decent loot, and some magical. some bit of something (say amulet for fun here) is of value (pretend +1 AC or +10 Magic Use). So someone keeps it. A few nights laer, strange disembodied dreams happen and after that, during the day the wearer catches glimpses from another perspective that are nowhere near his place. The amulet is causing this, as it is part of a conglomerated magic item, and it occasionally lets the wearer see through the eyes of another wearer. The item is evil and intelligent and wants to be reassembled. I had originally thought to use this as a starter since I could have the thing have 10 parts and one mage had like 6 or 7 of them already and hunt down the company to get the other parts. The player might realize the perspective is close, or of a town they had been in, etc. Eventually, they defeat the mage, have all the parts and the Captain assembles it with the help of the party mages and the amulet subjugates the Captain. After some highly-questionable orders and risks outside his normal character, the Lieutenant decides it's time to confine the Captain, and they fight and both die. Now the Company is without leadership, and some of the old brothers leave after a squabble or depression, etc. Time for new officers!</p><p></p><p>A few random ideas as well:</p><p></p><p>1) Since magic treasure is limited, I was going to reward them more with crafted items, magic boons and lore, and also reward XP for anything metagame to crete immersion, like a paited mini with the colors or a standard bearer mini or such. </p><p>2) I will have all of them write up backstories that only I know (why they are here, etc.) and from that I will give them a Comany name (based on a quirk, a story thread or appearance or skill) and they can veto that but not edit it, since you don't get to name yourself IRL.</p><p>3) Oh and I plan to allow them at least a few different contracts to take whenever they are unassigned so they aren't feeling railroaded. I also want them to get the feel like the BC did of "yeah we picked this mess, but it's still a mess" once they are in a contract.</p><p></p><p>ok this is too long now, so I'll stop</p></blockquote><p></p>
[QUOTE="Riggs, post: 2458214, member: 15467"] [b]Campaign Thoughts 1[/b] Ok I said I would try to add my current musings and ideas for a campaign to flesh out the parameters a bit to help you help me. I mentioned wanting to play in the East, and my notes say Rust is the border of said area and all further east than that, such as Heart, Tome and Were. If anyone knows why any of these towns are good or not good for some reason (like it's in a null zone, or has a giant Taken bath house or something :) ) I also do not want to introduce a Taken right away, but will have one or more involved at some point. I figure that of the Taken that are not confirmed dead and do not show up later in the South, I have Nightcrawler, Bonegnasher, The Faceless Man and Moonbiter to work with and no continuity issues. I'll choose one or more later. A few plot ideas to base from: 1) A Taken has escaped Charm and seems to have successfully fooled The Lady into thinking they are dead. Empire-building time in the East, and based on the model known to them, they hire mercs and mooks to help. A solicitation to enlist them is sort of in the Soulcatcher/Beryl format where it seems reasonable or lesser of two evils. This thread seems contrived and like the book for the first run. I thought of this while trying too hard to keep the feel from the book, but I figure to drop this idea in later or not at all. 2) Born from the ruinations happening up to and including Charm, several cults and doomsayers have sprung up. One such cult involves communion with the dead. This cult is a facade by a mage looking to achieve 4th magnitude. His method involves reviving a slain Taken and then becoming Taken himself. The trick for him is, he will keep the revived Taken on "life support" and have already ordered his servants to cut life support after 10 days of reviving him (thus getting the mage around the 'cannot harm your master' rule. As usual, this idea is not flawless and gets the mage in trouble. What the party experiences is working for a driven 'priest' for name lore, etc. and hen suddenly working subtly for a Taken, then directly for one later, for them to decide how to proceed. 3) During a hired raid of spies, the party comes across some decent loot, and some magical. some bit of something (say amulet for fun here) is of value (pretend +1 AC or +10 Magic Use). So someone keeps it. A few nights laer, strange disembodied dreams happen and after that, during the day the wearer catches glimpses from another perspective that are nowhere near his place. The amulet is causing this, as it is part of a conglomerated magic item, and it occasionally lets the wearer see through the eyes of another wearer. The item is evil and intelligent and wants to be reassembled. I had originally thought to use this as a starter since I could have the thing have 10 parts and one mage had like 6 or 7 of them already and hunt down the company to get the other parts. The player might realize the perspective is close, or of a town they had been in, etc. Eventually, they defeat the mage, have all the parts and the Captain assembles it with the help of the party mages and the amulet subjugates the Captain. After some highly-questionable orders and risks outside his normal character, the Lieutenant decides it's time to confine the Captain, and they fight and both die. Now the Company is without leadership, and some of the old brothers leave after a squabble or depression, etc. Time for new officers! A few random ideas as well: 1) Since magic treasure is limited, I was going to reward them more with crafted items, magic boons and lore, and also reward XP for anything metagame to crete immersion, like a paited mini with the colors or a standard bearer mini or such. 2) I will have all of them write up backstories that only I know (why they are here, etc.) and from that I will give them a Comany name (based on a quirk, a story thread or appearance or skill) and they can veto that but not edit it, since you don't get to name yourself IRL. 3) Oh and I plan to allow them at least a few different contracts to take whenever they are unassigned so they aren't feeling railroaded. I also want them to get the feel like the BC did of "yeah we picked this mess, but it's still a mess" once they are in a contract. ok this is too long now, so I'll stop [/QUOTE]
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