• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Campaigns in the Works

Sir Elton

First Post
This thread isn't about current campaigns. We read about them in our story hours. This is about your future campaigns. For instance:

SETTING: Hellenistic America, 600 to 250 B.C. (Campaign Option: Atlantis 600 B.C.)

Type of Campaign: Magic rare campaign. It's a High Fantasy campaign to be sure, but magic isn't felt everywhere. Spellcasters are rare, so magical healing is hard to find. however, potency is normal.

Characters: Campaign still under development. Player Characters will have the chance of starting out married. This is because to the Ancients, its accepted to marry young (among other things). The Age of Consent (to marriage and/or sex) in the Land is 12 years old for girls, and 14 years old for boys. So, married adventurers would have strong reasons to stay home and strong reasons to adventure.

Rule Set: D20 and RMFRP/RMSS. I'd be using the Historical Reference Age of Heroes for AD&D, GURPS Low Tech, and GURPS Greece if I can get a copy. The campaign is designed with the Technology of the Hellenic Age (320 B.C. - 400 A.D.) I'm also using Hypatia-Lovers as a resource. And an interesting resource it is; although I don't fully agree with the author on certain points.
 

log in or register to remove this ad



I just picked up a copy of Gurps Greece of Amazon for $5, plus shipping. That with my Imperial Rome, Egypt and Camelot (which has a "historical" chapter) books makes for a pretty good set up for my Mythical History game (that I'll never run). Not bad for someone who's never played GURPS.

Of course, it seems to me that the benefit of using the real world (or real world myths) for a game is that you don't have to use game books at all, history and mythology texts are your sourcebooks. (I guess you could argue that's what GURPS books are to me, as I have no idea what the numbers mean.)
 

phindar said:
I just picked up a copy of Gurps Greece of Amazon for $5, plus shipping. That with my Imperial Rome, Egypt and Camelot (which has a "historical" chapter) books makes for a pretty good set up for my Mythical History game (that I'll never run). Not bad for someone who's never played GURPS.

Of course, it seems to me that the benefit of using the real world (or real world myths) for a game is that you don't have to use game books at all, history and mythology texts are your sourcebooks. (I guess you could argue that's what GURPS books are to me, as I have no idea what the numbers mean.)

Oh yeah. But you can develop a campaign bible of sorts from those sources for your players to read.

Ahem. Any other campaigns being planned?
 

I'm planning a plot arc for the solo game I'll be running shortly that will revolve around a political rivalry between two low-level nobles in a feudal-style nation. The King of the land will be looking to expand his influence into previous unsettled lands (at least as far as he is concerned) and the nobles will be competing to earn the right to expand their influence. Of course, one of them will be more ruthless in attempting to win the assignment, but we'll see how it goes.

If my wife likes the game, I see the next plot arc being about the settlement of the frontier land with her character having a prominent role in those events. Of course, if the noble she chooses to aid isn't chosen by the King, then we'll have to see what develops.
 

Over the summer, I'm planning to run a DnD vikings game.

It'll be mostly rules-as-written, with all the high-magic that implies. The PCs will start at level four, and half-giants, drow, half-drow, duergar, svirfneblin and shifters will be allowed, while halflings and half-orcs will not be.

Other campaign quirks: heavy armor can be crafted only by dwarves, wizards are the only class with automatic literacy (others have a % chance based on intelligence), the pantheon will be a variant of the D&DG Norse pantheon (Odin changed to CN, Fenris and Jormungand added as deities, etc), psionics exist and are linked to the Norns, Devils exist pretty much as written, except that they are considered evil fire spirits (no ice devils!), Demons get cold immunity and only resist lightning, and become evil frost spirits. Metallic dragons do not exist, nor do double-headed exotic weapons.

The early plot focuses on freeform adventuring in a frontier region, but eventually the PCs must repel an invasion by a nearby king who has sold his soul to the cold-fiends. If the plot continues further, the PCs discover that his invasion was just a small part of a midgard-spanning scheme to extinguish the sun, involving the frost giants, winter wolves, subterranean humanoid races, demons and mind-flayers (from the future!) all working in tandem.

Planned set-pieces include :
-a battle on Bifrost, the rainbow bridge to Asgard, where every moment standing on a given color has a chance to subject the character to the effect of that color of a prismatic wall.
-an interrogation of Loki (or perhaps Fenris) in his subterranean prison
-a visit to a pseudo-Egyptian southern civilization, which had previously worshiped the Vanir in a different guise, but now pay homage to a tyrannical Sun God who denies all other deities and is preparing the kingdom for war against the northerners. This sun god is actually Surt.
 

Well, I want to run a GURPS Middle Ages campaign that centers on a monastic order dedicated to rooting out and fighting evil (okay, so I envision it as a medieval Supernatural). I'd also like to run the Shackled City AP (using D&D 3.5, obviously). And if time permits, I've discovered that many of my new co-workers are former tabletop gamers whom I'd like to bring back into the fold via The Zorcerer of Zo (which I'd use to run a Peer Gynt-inspired campaign).
 

Into the Woods

Remove ads

Top