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D&D 5E Brainstorming Ideas For A 30 Year Campaign - Possibly set in the Known World

Markn

First Post
Hi All,

I'm seeking suggestions, advice, creative ideas, and so forth for a campaign that I would like to put together for my players.

This is a campaign based on the 5e rules. The core idea of the campaign is to span the major life events of the PCs - perhaps 30 or 40 years of their lifetime. The PCs would start as young members of society looking to prove themselves and over time grow in power, and recognition, becoming the power players in their region. A major theme of the campaign could be the gradual increase in consequences of decisions made by the heroes. Initially, their decisions impact only themselves, but with increased power comes great responsibility and their decisions affect more and more lives. I'm considering adding a dash of mass combat/kingdom management rules from Paizo's Ultimate Campaign for the latter portion of the campaign (although this is not meant to be a major focus, it may decide some of the larger battles in the campaign). I plan for this to be a year long campaign - 52 sessions approximately which equates to a level every 2.5 sessions. If I were to equate this to Paizo's Adventure Paths, that could be 6 or 7 adventures (or points in time) each about 3 levels long. We don't use XP but I would like the pace to be a level every 2.5 sessions or so.

I'm considering setting the campaign in the Known World and I believe there are two interesting time periods for the campaign.

First the campaign could be set at the point where Duke Stefan Karameikos claims his new Duchy. The Duke is aided by second and third son nobles who flock to the lands to help build a new country - this would be the heroes of course. The Duke would rule the country but as the heroes show the Duke that he can put his trust in them, they gain in stature and are put in positions of power. I think this idea would fit in very nicely with Paizo's kingdom rules giving the heroes great authority without having the final authority. Since the Known World/Mystara timeline has progressed considerably from that point in time, there are numerous events that could be interesting for the campaign (such as the Marilinev Rebellion to launch the campaign).

The second time period could be set in the lands of Norwold after Duke Stefan offers lands to adventurers for settlement (IIRC). This setting has very little info but offers a different experience with rival kingdoms. The heroes have to fight for the survival of their domain but I think this "setting" would lack the great history that Karameikos has.

Currently I am leaning towards the first idea.

My big problem is how do I handle the time gaps? How do I string the adventures together leading to an explosive climax even though decades are passing? Obviously, the adventures are linked through a common villain or opposing force., but what would be the most interesting way of making use of this? There is plenty of material to use, but I am struggling with how to make the best use of it. This is where I turn to you, fellow gamers, and seek your collective wisdom.

Have you run a campaign that spanned gaps in time? How did you do it? And if you are familiar with the Known World, what material would you suggest I use, or would you suggest a different campaign world all together?

FWIW, I have every book for the Known World so I have access to a great deal of material.

Thanks all!
 

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Just based on the title, I was going to recommend the first idea, even before I saw you had it yourself. There's a lot of material to support it, in both the GAZ and B series, and it's in many ways the archetypal Known World game.

As for the gaps, you could see if you could take a peek at someone's copy of Pendragon, which discusses time off between adventures (it's part of the annual cycle of the game) or just fill in the ideas on your own with the group getting land, getting married, starting families, and so on.

I'd loosely map out what modules you'd like to run and spread them out over 30 years, with the highest level ones the furthest in the future. Assume each adventure takes about a month or so, and you'll soon have an idea of how much time passes between adventures. If the duke gives them land or other responsibilities early on ("I'd like you to be the warden of this forest, your companion to build a church in this town and your fellows to run said town and keep the peace") it's perfectly plausible that they'd be busy between adventures, with mundane tasks and the responsibilities of adulthood.

And the nice thing about a 30-year campaign is that the party will be raising or training their successors if something happens to a character: Sir Mortus gets wiped out at level 15? Well, his squire, who has been a fixture for several adventures now, takes his place!

EDIT: Don't worry about making every year or month or week interesting for the characters. There's lots of great fiction where we lose track of characters for a bit and come back to them, still engaged in the now-graying heroes. I think very few people will be disinterested in catching up with Luke Skywalker in Episode VII, for instance. If anything, the passage of time raises the stakes: These aren't a pack of murderhobos now: They're parents, they're the founders of arcane schools, they're the ones who are holding together peace between humanoid tribes in the area. If they fall in battle, there are consequences.
 

Thanks Whizbang.

Can you elaborate more on Pendragon? What is that? I saw reference to that in another thread as part of some research but I'm not clear on what that is exactly.
 

Old-school RPG based on following knights during the entire reign of King Arthur.

Unlike most other RPGs, especially ones from the 1980s and earlier, it's not so much focused on a character as a lineage. Your characters will grow up, achieve, age and die, and be replaced by others in time. The game is split into periods of adventure and downtime in the winter. (I believe The One Ring does something similar.)

http://www.gspendragon.com/
http://rpg.drivethrustuff.com/product/81449/King-Arthur-Pendragon-Edition-51

You don't likely want a $25 PDF to pluck from, but I suspect if you read a few reviews or lurked on a few message board threads about the game, you'd be able to get enough ideas together for a Karameikos-through-the-decades campaign.
 

On a much shorter time frame, the setting and supporting characters are a central aspect of my Midwood campaign that I've run since 2006. Each adventure starts with an update on what's happened since the last adventure (most recently, how the town is rebuilding after the character narrowly defeated an aspect of Tiamat and an invading army of kobolds, urds, goblins and a turncoat human wizard), and we pick up periodically with NPCs they haven't seen since they were encountered.

Right now, they're visiting a village they originally saved many adventures before, seeing what the consequences of their actions were, for good and for bad. It tends to get the characters extra involved when, even if they might survive an encounter, they know that the villains might take it out on helpless NPCs they actually care about after all this time. It's a technique I'm going to try to use in even smaller scope campaigns from here on out.
 


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