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Designing a new campaign: Brainstorm stage, Focus wanted
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2979408" data-attributes="member: 19675"><p>Thanks- there are some truly solid ideas in there!</p><p></p><p>I'm thinking that most trades- blacksmiths, carpenters, etc., would survive on some level in the early days, somewhere (other than the obvious subterranean locations). There could easily be a <em>Lord of the Flies</em> dynamic, in which certain "tribes" prey on others...raids are common.</p><p></p><p>Higher level professions would survive in a similar fashion, depending on the unique profession. Those that are universally useful like- medics and apothocaries- would be as invaluable as a blacksmith. Others, like lawyers, would be put to physical labor, assuming they weren't community leaders.</p><p></p><p>Religion is a bit trickier- while some would definitely lose their faith, others might see a meteor strike as the manifestation of Grummsh's power and ultimate revenge. Consider the HP Lovecraft story <em>Dagon</em>, in which a cultist converted an island to his corrupt faith because the island's economy was severely depressed, and he brought them gold from the sea...</p><p></p><p>As for the classes, I'm probably going to keep them all, but in some kind of altered form. If nothing else, classes like Clerics and Paladins won't have Church heirarchies & coffers to help support them, and wizards would definitely have problems with written magic, and as you pointed out, item creation would be a challenge. As you correctly point out, classes like Barbarians, Rangers, Sorcerers and Druids would be most at home in such a world, as would psionic classes, and classes like Warlock or Scouts. They are the most self-contained- least dependent upon the trappings of civilization to be effective or ply their trade.</p><p></p><p>If you were in a campaign such as this, would you rather start off at some small enclave or trading post, a dwarven citadel, or as members- possibly slaves- in one of the Underdark City-states?</p><p></p><p>My instinct at this point would be to start the party at a trading post, since the campaign could go in any direction from there, and I wouldn't have to restrict the racial selections down- any PC race I allow in the campaign could be present in such a locale.</p><p></p><p>Side note on races- one of my trusted GM confidantes suggested that I add Warforged to the list of races for use in this campaign- he thinks they, too would be very appropriate for such a setting. Yes? No?</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2979408, member: 19675"] Thanks- there are some truly solid ideas in there! I'm thinking that most trades- blacksmiths, carpenters, etc., would survive on some level in the early days, somewhere (other than the obvious subterranean locations). There could easily be a [I]Lord of the Flies[/I] dynamic, in which certain "tribes" prey on others...raids are common. Higher level professions would survive in a similar fashion, depending on the unique profession. Those that are universally useful like- medics and apothocaries- would be as invaluable as a blacksmith. Others, like lawyers, would be put to physical labor, assuming they weren't community leaders. Religion is a bit trickier- while some would definitely lose their faith, others might see a meteor strike as the manifestation of Grummsh's power and ultimate revenge. Consider the HP Lovecraft story [I]Dagon[/I], in which a cultist converted an island to his corrupt faith because the island's economy was severely depressed, and he brought them gold from the sea... As for the classes, I'm probably going to keep them all, but in some kind of altered form. If nothing else, classes like Clerics and Paladins won't have Church heirarchies & coffers to help support them, and wizards would definitely have problems with written magic, and as you pointed out, item creation would be a challenge. As you correctly point out, classes like Barbarians, Rangers, Sorcerers and Druids would be most at home in such a world, as would psionic classes, and classes like Warlock or Scouts. They are the most self-contained- least dependent upon the trappings of civilization to be effective or ply their trade. If you were in a campaign such as this, would you rather start off at some small enclave or trading post, a dwarven citadel, or as members- possibly slaves- in one of the Underdark City-states? My instinct at this point would be to start the party at a trading post, since the campaign could go in any direction from there, and I wouldn't have to restrict the racial selections down- any PC race I allow in the campaign could be present in such a locale. Side note on races- one of my trusted GM confidantes suggested that I add Warforged to the list of races for use in this campaign- he thinks they, too would be very appropriate for such a setting. Yes? No? [/QUOTE]
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