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D&D 5E Ideas with running a Faire/Carnival scenario?
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<blockquote data-quote="Kid Charlemagne" data-source="post: 6880517" data-attributes="member: 93"><p>I did a fairly successful Festival setup in my last campaign. It was 12 days, each dedicated to a different god in the major pantheon. I think an important thing to do is to have the events of the competition form the backdrop for campaign related stuff, as well as providing some grist for competition and dice rolling. It's a great way to included some dice-rolling into what otherwise could be a very talky-RP session to break things up.</p><p></p><p>In very sketched terms, my festival had:</p><p>Day 1 - Feast of Masks: Masked ball to kick off festivities</p><p>Day 2 - Feast of Swords: Martial competitions. Great opportunity for the party fighter types to compete against each other!</p><p>Day 3 - Feast of the Moon: Everyone stays up all night drinking!</p><p>Day 4 - Feast of the Hunt: Think "running of the bulls", maybe minor magical monsters get released into the wild for people to hunt down.</p><p>Day 5 - Feast of Secrets: people are expected to reveal secrets, or to create new ones - possibly by doing things that are out of character for them. It's tradition for treasure maps to be sold on this day; often fake, but sometimes real ones do show up. Fortune tellers abound. It is said to always be cloudy on this day.</p><p>Day 6 - Feast of the Sea: Sailing or swimming races</p><p>Day 7 - Feast of Storms: It always rains on this day. People seek to make offerings to buy off the Goddess of Storms. Day of sacrifice, symbolized by bland food and sour wine.</p><p>Day 8 - Feast of Builders: Competition of craft skills. Guilds accept apprentices on this day. Fancy goods go on sale.</p><p>Day 9 - Feast of Magic: Wizardry competitions, day in which marriage proposals are made, and the fields are blessed.</p><p>Day 10 - Feat of Forgiveness: traditional to both ask for and give forgiveness. Also a day for practical jokes - doing things that others will then need to forgive you for.</p><p>Day 11 - Feast of Harvest: Last crops are harvested. People who have been arrested recently are prosecuted and judged. Ends with a big party and a "kangaroo court" in which a Festival Judge hands out silly sentences for all the things people have done during Festival.</p><p>Day 12 - Feat of the Dead: A mix of somber and celebrational (think a New Orleans funeral, with music and dancing). In my game the main god of the pantheon had died long ago, so this was a day to remember him.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 6880517, member: 93"] I did a fairly successful Festival setup in my last campaign. It was 12 days, each dedicated to a different god in the major pantheon. I think an important thing to do is to have the events of the competition form the backdrop for campaign related stuff, as well as providing some grist for competition and dice rolling. It's a great way to included some dice-rolling into what otherwise could be a very talky-RP session to break things up. In very sketched terms, my festival had: Day 1 - Feast of Masks: Masked ball to kick off festivities Day 2 - Feast of Swords: Martial competitions. Great opportunity for the party fighter types to compete against each other! Day 3 - Feast of the Moon: Everyone stays up all night drinking! Day 4 - Feast of the Hunt: Think "running of the bulls", maybe minor magical monsters get released into the wild for people to hunt down. Day 5 - Feast of Secrets: people are expected to reveal secrets, or to create new ones - possibly by doing things that are out of character for them. It's tradition for treasure maps to be sold on this day; often fake, but sometimes real ones do show up. Fortune tellers abound. It is said to always be cloudy on this day. Day 6 - Feast of the Sea: Sailing or swimming races Day 7 - Feast of Storms: It always rains on this day. People seek to make offerings to buy off the Goddess of Storms. Day of sacrifice, symbolized by bland food and sour wine. Day 8 - Feast of Builders: Competition of craft skills. Guilds accept apprentices on this day. Fancy goods go on sale. Day 9 - Feast of Magic: Wizardry competitions, day in which marriage proposals are made, and the fields are blessed. Day 10 - Feat of Forgiveness: traditional to both ask for and give forgiveness. Also a day for practical jokes - doing things that others will then need to forgive you for. Day 11 - Feast of Harvest: Last crops are harvested. People who have been arrested recently are prosecuted and judged. Ends with a big party and a "kangaroo court" in which a Festival Judge hands out silly sentences for all the things people have done during Festival. Day 12 - Feat of the Dead: A mix of somber and celebrational (think a New Orleans funeral, with music and dancing). In my game the main god of the pantheon had died long ago, so this was a day to remember him. [/QUOTE]
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