GlassJaw
Hero
My current gaming group is currently fractured and on hold due to real-life stuff and scheduling conflicts. Just general life getting in the way of gaming. Bleh. Anyway, 3 of us (myself included) still want to play so I've been doing some early brainstorming on running a campaign for 2 players. I'm well-versed in Lankhmar/Fafhrd and the Gray Mouser, which would be one of the primary inspirations for the campaign (among others).
Here's are the basics of what I'd like to do so far:
Magic is Rare
Spellcasters and magic items would be much less common than the implied 5E "setting". I don't think I would change the spellcasting mechanics or spell acquisiton but it is an option (having to find or be taught new spells would be interesting). Generally, people know magic exists but most have never seen it and are fearful of the unknown. If the players start using flashy magic in public areas, word will get out.
Gritty, Urban Setting
Life is hard, the streets are dirty, alleys are dark, the gods don't listen, and morals are gray. I'm considering Freeport because I have a ton of material for it and it has pirates, jungle islands, snake people, and some Cthulhu-vibes throw in for good measure. I also want to take some inspiration from Shadowrun and the Thief video game series where the players are probably operating on the outside of the law, networking is extremely important, and combat is usually not the best solution.
Lifestyle is Important
Resources will be hard to come by. I want money to mean something and the primary motivator for adventuring. I also want a player's Lifestyle to have an in-game, mechanical effect as well, perhaps affecting healing rates, chance to acquire diseases, quality of goods, the ability to craft, etc.
Player Backgrounds
I will require the players create backgrounds and decide how they know each other. I'd also encourage a common theme like same race, same class, same background, etc. but I'd ultimately leave that up to the players. I also want them to help create the "world", perhaps creating an NPC contact, a place they know in the city, an important or valuable item, or a favor they can call on in a pinch. I also may have them create a complication for their character; maybe a nemesis that is looking for them a debt they must repay.
Balance and Challenge
I know the balance and setting an appropriate challenge, especially in combat, will be very delicate. I'm considering some kind of Action Point or expanded Inpsiration system that gives the players another resource to manage and provides a way to save their butt. I'm also considering starting the players at level 2 or 3 for a bit more survivability.
So, has anyone run a campaign like this before? What was your experience? What worked and what didn't? Any helpful tips or advice while planning this type of campaign?
Here's are the basics of what I'd like to do so far:
Magic is Rare
Spellcasters and magic items would be much less common than the implied 5E "setting". I don't think I would change the spellcasting mechanics or spell acquisiton but it is an option (having to find or be taught new spells would be interesting). Generally, people know magic exists but most have never seen it and are fearful of the unknown. If the players start using flashy magic in public areas, word will get out.
Gritty, Urban Setting
Life is hard, the streets are dirty, alleys are dark, the gods don't listen, and morals are gray. I'm considering Freeport because I have a ton of material for it and it has pirates, jungle islands, snake people, and some Cthulhu-vibes throw in for good measure. I also want to take some inspiration from Shadowrun and the Thief video game series where the players are probably operating on the outside of the law, networking is extremely important, and combat is usually not the best solution.
Lifestyle is Important
Resources will be hard to come by. I want money to mean something and the primary motivator for adventuring. I also want a player's Lifestyle to have an in-game, mechanical effect as well, perhaps affecting healing rates, chance to acquire diseases, quality of goods, the ability to craft, etc.
Player Backgrounds
I will require the players create backgrounds and decide how they know each other. I'd also encourage a common theme like same race, same class, same background, etc. but I'd ultimately leave that up to the players. I also want them to help create the "world", perhaps creating an NPC contact, a place they know in the city, an important or valuable item, or a favor they can call on in a pinch. I also may have them create a complication for their character; maybe a nemesis that is looking for them a debt they must repay.
Balance and Challenge
I know the balance and setting an appropriate challenge, especially in combat, will be very delicate. I'm considering some kind of Action Point or expanded Inpsiration system that gives the players another resource to manage and provides a way to save their butt. I'm also considering starting the players at level 2 or 3 for a bit more survivability.
So, has anyone run a campaign like this before? What was your experience? What worked and what didn't? Any helpful tips or advice while planning this type of campaign?