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d20 modern campaign help
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<blockquote data-quote="Rossco999" data-source="post: 466510" data-attributes="member: 8779"><p>Hi,</p><p>My gaming group and I recently decided to start a d20 modern camapaign, in addition to our normal D&D games. Our normal DM and I decided that we would run 2 d20 modern campaigns. He would make and dm his campaign every other week, and I would make and dm my campaign the weeks he doesn't do his. Since our normal dm has never played before; he has always dmed; and i have never dmed before, always played, we decided that we shouldn't tell each other our ideas, so we wouldn't our experiences with fore-knowledge. </p><p>I had an idea for my campaign, and would love some feedback and suggestions on it.</p><p>It's d20 modern with 4 players. One is power hungry, and likes fighter/paladin roles (most likely will be leader of group), one loves psionics, so will probably be a character that will be psychic, or as close as possible; one player likes to manipulate people, and be in the background (always plays bard in d&d), and one player will play anything.</p><p>1 problem to keep in mind is that our group has problems role-playing, so heavy role-playing elements don't work.</p><p>It starts off in spring of 2002. The chars live and work in a small town in on the eastern seaboard of either canada or the u.s. The town is situated on a large island which is separated from the mainland by a large, uncrossable river. Only 1 bridge leads into or out of town. One normal day, while they are all at their respective occupations, klaxons wail, and, with alarm, the townspeople turn to look toward the nearby nuclear power plant, which is on the far southern tip of the island. A loud rocking explosion is heard, and flames leap out of the control building for the plant. People scream, and evacuate town. However, during all the commotion, the characters would somehow be prevented from fleeing the town. They would get stuck or trapped somehow related to their occupation (i.e. blue collar taxi driver crashes into a pole when a fleeing driver forces him off the road. he goes unconscious). Not long after, a loud rumbling. The klaxons stop suddenly, and the nuclear power plant shudders as explosions rock the interior.</p><p>The characters manage to escape from their places, and make it to the town bridge, only to find it destroyed. They meet each other, and their adventure begins. They know that there are boats moored at the marina, which is south, towards the nuclear power plant. They have to escape the town by boat. The destroyed bridge is on the north part of the island, and they must travel to the south, through destoryed town, flaming buildings, a small wooded area, and other obstacles. Of course, enemies would be there, Escaped from a local laboratory, or some other source. When the characters finally make it off the island, they learn that the 'accident' at the nuclear power plant, was not so innocent as it seems. The campaign would go deeper and deeper into political intrique, twists, various missions and quests after that point. </p><p>Obviously, some things would need to be worked out, but at this point, i would love any and all criticisms. Any suggestions, ideas, additions, tips, or anything else is greatly appreciated.</p><p>Like I said, this is my first real dming, so bear with me, because i am still learning.</p><p>Thanks everyone.</p></blockquote><p></p>
[QUOTE="Rossco999, post: 466510, member: 8779"] Hi, My gaming group and I recently decided to start a d20 modern camapaign, in addition to our normal D&D games. Our normal DM and I decided that we would run 2 d20 modern campaigns. He would make and dm his campaign every other week, and I would make and dm my campaign the weeks he doesn't do his. Since our normal dm has never played before; he has always dmed; and i have never dmed before, always played, we decided that we shouldn't tell each other our ideas, so we wouldn't our experiences with fore-knowledge. I had an idea for my campaign, and would love some feedback and suggestions on it. It's d20 modern with 4 players. One is power hungry, and likes fighter/paladin roles (most likely will be leader of group), one loves psionics, so will probably be a character that will be psychic, or as close as possible; one player likes to manipulate people, and be in the background (always plays bard in d&d), and one player will play anything. 1 problem to keep in mind is that our group has problems role-playing, so heavy role-playing elements don't work. It starts off in spring of 2002. The chars live and work in a small town in on the eastern seaboard of either canada or the u.s. The town is situated on a large island which is separated from the mainland by a large, uncrossable river. Only 1 bridge leads into or out of town. One normal day, while they are all at their respective occupations, klaxons wail, and, with alarm, the townspeople turn to look toward the nearby nuclear power plant, which is on the far southern tip of the island. A loud rocking explosion is heard, and flames leap out of the control building for the plant. People scream, and evacuate town. However, during all the commotion, the characters would somehow be prevented from fleeing the town. They would get stuck or trapped somehow related to their occupation (i.e. blue collar taxi driver crashes into a pole when a fleeing driver forces him off the road. he goes unconscious). Not long after, a loud rumbling. The klaxons stop suddenly, and the nuclear power plant shudders as explosions rock the interior. The characters manage to escape from their places, and make it to the town bridge, only to find it destroyed. They meet each other, and their adventure begins. They know that there are boats moored at the marina, which is south, towards the nuclear power plant. They have to escape the town by boat. The destroyed bridge is on the north part of the island, and they must travel to the south, through destoryed town, flaming buildings, a small wooded area, and other obstacles. Of course, enemies would be there, Escaped from a local laboratory, or some other source. When the characters finally make it off the island, they learn that the 'accident' at the nuclear power plant, was not so innocent as it seems. The campaign would go deeper and deeper into political intrique, twists, various missions and quests after that point. Obviously, some things would need to be worked out, but at this point, i would love any and all criticisms. Any suggestions, ideas, additions, tips, or anything else is greatly appreciated. Like I said, this is my first real dming, so bear with me, because i am still learning. Thanks everyone. [/QUOTE]
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