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<blockquote data-quote="Altamont Ravenard" data-source="post: 1664032" data-attributes="member: 14700"><p>I guess I'm growing a little tired of the usual "medieval fantasy" theme common to about all the campaigns I'm involved in as a player or DM, and I want to try something new.</p><p></p><p>I'm not ready to go all-out and change everything (ie go Modern or Sci-Fi), because most of the players prefer to play in a typical medieval, fantastic world.</p><p></p><p>So I though about a campaign that would basically be the arrival of the conquistadores in South America. The characters would play the natives, and the "enemies" would be the invaders.</p><p></p><p>The players would get a chance to play more "savage" races (I was thinking allowing humans, wild elves, "wild" halflings, half-orcs, half-elves and "modified" versions of goblins, orcs and gnolls), while they would be confronted by humans, dwarves and gnomes, and possibly warforged. Yuan-tis will also be present, opposed to the natives and the invaders.</p><p></p><p>The following classes would be available to the players: Barbarian, Savage Bard (Unearthed Arcana variant), Druid, Ranger (normal Ranger/Horizon walker mesh), Wilderness Rogue (Unearthed Arcana variant), Sorcerer, Shugenja (I'll change the name - Complete Divine), Spirt Shaman (Complete Divine), Hexblade (I'll change the name - Complete Warrior), while the invaders would probably be your usual Fighters, Clerics and Wizards. While the natives will be "technologically impaired", the invaders will have access to better technology: gunpowder weapons and armaments, and machines of war (devised by industrious dwarves and gnomes).</p><p></p><p>The characters would live on an "undiscovered" continent, in tribes and villages, where an ancient civilization once lived. This ancient civilization worshipped magic and developped it to a point where they voluntarily fused with it and evolved beyond the need for a physical body. The civilization wasn't a terribly big one, so not many cities exist. Only one big city that the natives (including the characters) avoid out of superstitious fear.</p><p></p><p>The invaders are here, basically, to pillage the continent's resources. Also, some of the invaders will know about the ancient civilization and will look for its relics.</p><p></p><p>The campaign should start a few months after the invaders have arrived: Many villages and tribes have been decimated or made prisoners, and the surviving natives (there are still a lot) are getting organized and mounting a war against the "men of metal".</p><p></p><p>Most of the adventures will revolve around the conflict of natives vs. invaders:</p><p>- free slaves</p><p>- get free if made slaves</p><p>- attack the invaders</p><p>- get rid of natives that have allied themselves with the invaders</p><p>- explore the "ruins" of the ancient civilization to find artifacts that could help the natives.</p><p>- find / protect sacred sites or creatures</p><p>- destroy the invaders' war machines</p><p>- organize a resistance</p><p>- etc.</p><p></p><p>Have you done something like this? How did it go? What do you think? etc?</p><p></p><p>AR</p></blockquote><p></p>
[QUOTE="Altamont Ravenard, post: 1664032, member: 14700"] I guess I'm growing a little tired of the usual "medieval fantasy" theme common to about all the campaigns I'm involved in as a player or DM, and I want to try something new. I'm not ready to go all-out and change everything (ie go Modern or Sci-Fi), because most of the players prefer to play in a typical medieval, fantastic world. So I though about a campaign that would basically be the arrival of the conquistadores in South America. The characters would play the natives, and the "enemies" would be the invaders. The players would get a chance to play more "savage" races (I was thinking allowing humans, wild elves, "wild" halflings, half-orcs, half-elves and "modified" versions of goblins, orcs and gnolls), while they would be confronted by humans, dwarves and gnomes, and possibly warforged. Yuan-tis will also be present, opposed to the natives and the invaders. The following classes would be available to the players: Barbarian, Savage Bard (Unearthed Arcana variant), Druid, Ranger (normal Ranger/Horizon walker mesh), Wilderness Rogue (Unearthed Arcana variant), Sorcerer, Shugenja (I'll change the name - Complete Divine), Spirt Shaman (Complete Divine), Hexblade (I'll change the name - Complete Warrior), while the invaders would probably be your usual Fighters, Clerics and Wizards. While the natives will be "technologically impaired", the invaders will have access to better technology: gunpowder weapons and armaments, and machines of war (devised by industrious dwarves and gnomes). The characters would live on an "undiscovered" continent, in tribes and villages, where an ancient civilization once lived. This ancient civilization worshipped magic and developped it to a point where they voluntarily fused with it and evolved beyond the need for a physical body. The civilization wasn't a terribly big one, so not many cities exist. Only one big city that the natives (including the characters) avoid out of superstitious fear. The invaders are here, basically, to pillage the continent's resources. Also, some of the invaders will know about the ancient civilization and will look for its relics. The campaign should start a few months after the invaders have arrived: Many villages and tribes have been decimated or made prisoners, and the surviving natives (there are still a lot) are getting organized and mounting a war against the "men of metal". Most of the adventures will revolve around the conflict of natives vs. invaders: - free slaves - get free if made slaves - attack the invaders - get rid of natives that have allied themselves with the invaders - explore the "ruins" of the ancient civilization to find artifacts that could help the natives. - find / protect sacred sites or creatures - destroy the invaders' war machines - organize a resistance - etc. Have you done something like this? How did it go? What do you think? etc? AR [/QUOTE]
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