Yo guys I am brainstorming about a darksun 5e campaign using mostly the 2e material. The campaign shall start out in Tyr with Kalak still in Power, I want to use the official adventures (starting with freedom) although maybe the timeline altered a bit. I also got access to the City of Tyr accessory (which for fluff is really great).
Assume the players have some clue but not much about darksun and maybe once played a cameo in a crossover long ago
Now my problems: How do I justify that the players
My preference would be that they somehow grew up in Tyr, but otoh I do not want them to have many resources and contacts there right from the start. How do I justify this? Make them all simple laborers? I did use the "You are all orphans who became war refugees when you arrived together at Greyhawk" approach with my current Greyhawk campaign, so I want to use something different now.
- What general knowledge do they have? Only what comes up during the game, aka wing it? (I prefer this for more flexibility)
Since in freedom they are all thrown into the pits quite railroad I do not care to much about their worldly possesions, since they will be (unretrievable) confiscated.
How do I resolve if someone wants to play a cleric or a preserver?
With clerics, they can manifest a holy symbol by gating in a tiny amount of their element, for preservers I was thinking about spellbooks taking the form of tattoos, or knots in various distances for the hairstyle off the preserver, but how do I resolve if he has to fight in the arena? Will people instantly notice if he uses spells?
I though about making the whole slavepit / working site for the pyramid / arena area a null magic zone.
Any input of you guys is highly appreciated. Please take my "grognard to the extreme " attitude into account,
Assume the players have some clue but not much about darksun and maybe once played a cameo in a crossover long ago
Now my problems: How do I justify that the players
- are in Tyr (and how much do they know about the city)
- have just arrived (where do they come from then?)
My preference would be that they somehow grew up in Tyr, but otoh I do not want them to have many resources and contacts there right from the start. How do I justify this? Make them all simple laborers? I did use the "You are all orphans who became war refugees when you arrived together at Greyhawk" approach with my current Greyhawk campaign, so I want to use something different now.
- What general knowledge do they have? Only what comes up during the game, aka wing it? (I prefer this for more flexibility)
Since in freedom they are all thrown into the pits quite railroad I do not care to much about their worldly possesions, since they will be (unretrievable) confiscated.
How do I resolve if someone wants to play a cleric or a preserver?
With clerics, they can manifest a holy symbol by gating in a tiny amount of their element, for preservers I was thinking about spellbooks taking the form of tattoos, or knots in various distances for the hairstyle off the preserver, but how do I resolve if he has to fight in the arena? Will people instantly notice if he uses spells?
I though about making the whole slavepit / working site for the pyramid / arena area a null magic zone.
Any input of you guys is highly appreciated. Please take my "grognard to the extreme " attitude into account,