Developing a new Campaign Style---Help!

d20Dwarf

Explorer
Ok, so I'm thinking of doing something different with my new Dawnforge campaign. I always want to play combination games with a mix of intrigue and combat, but it seems that it's difficult to combine the two. I have to admit that I'm much more of a straightforward dungeon guy, so that's reflected in my games oftentimes. But I want to change all that this time around, especially since Dawnforge is less about conquering dungeons and more about propelling the PCs on to becoming legends.

So, here's my fix: Each player will have 2 characters, a major character (normal PC) and a minor character (sorta like a cohort, but not). The minor characters will advance at a slower rate than the major characters, which will certainly place the emphasis on one over the other. The twist is that one character should be dungeon-oriented, heavy combat, and the other should be more city-oriented, heavy roleplaying, sneaking, and social skills. Hopefully there will be an even mix, with 2 players having major dungeon characters and two players having major city characters.

This will insure that everyone always has something to do, but those with major characters will have the spotlight in their chosen environment. Another cool thing I"m thinking is that it will allow cut-scene style DMing and simultaneous plotlines to emerge without slowing down the action with constant travel, resting in the dungeon, etc. A Dawnforge specific benefit is that it will allow all the PCs to be constantly working toward whatever legendary goal they want, whereas a one-dimensional game would favor some goals over others (it's a lot easier to become a warrior king in the dungeon than it is a legendary singer).

Now I put it to you, great minds of EN World, does this style of play seem viable? What problems do you foresee? Better yet, what inventive game optinos do you see this opening up for the campaign?
 
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It's interesting, Wil. I'd worry that everyone will make their primary the dungeon divers and their secondary the other one, but even that's not a killer.

One idea I've had good luck with on occasion is to create a diplomacy/social-based adventure where the "dungeon" becomes a results flowchart and each "encounter" is a social scene with a goal, a risk and a secret. I know how creative you are, so if that's of interest I'm sure you'd come up with something better than the barebones stuff I tend to come up with :)

-Emiricol
 

d20Dwarf said:
Now I put it to you, great minds of EN World, does this style of play seem viable? What problems do you foresee? Better yet, what inventive game optinos do you see this opening up for the campaign?

To start, I'll say I've never liked the idea of playing more then one characters as a PC. So, obviously, you should make sure none of your four are like me (and if you have two or more people like me, God help you!!:D)

I've never had a problem mixing intrigue and combat. I place an emphasis on the intrigue, but make sure it leads or potentially to combat. Have you tried to figure out what about intrigue makes it hard for you to run that type of game?

On to the two character issue. This could be interesting. It remeinds me a bit of Dark Sun and their character wheels or whatever they were called. My biggest conceren and this comes from me not likeing to play two PCs at once, is from my experince a player will favor one. And as his like for one increases over the other he will start to use that one in places the other would be better.

Maybe I'm not the best one to answer this question or comment on this for you. :p
 

I like your idea of structuring social goals in terms of dungeon rooms. I plan to have a campaign timeline of events and all the major players keyed into that timeline, with plenty of opportunities for the PCs to experience plot points in between which they could gather information, attempt to join or infiltrate organizations, etc. What's cool is that we could do the city plot points (parties, speeches, carnivals, whatever) and then while the city PCs are doing the inevitable info gathering and solidifying their plans, the scene could shift back to the dungeon for a while.

As for all the characters being dungeon-oriented, I'm just going to tell them that there has to be an even split. :) Most people have multiple characters they want to play at any given time, and the focus on city adventuring might actually open options up to people who avoid them since they aren't great in the dungeon.
 

Crothian said:
To start, I'll say I've never liked the idea of playing more then one characters as a PC. So, obviously, you should make sure none of your four are like me (and if you have two or more people like me, God help you!!:D)

My biggest conceren and this comes from me not likeing to play two PCs at once, is from my experince a player will favor one. And as his like for one increases over the other he will start to use that one in places the other would be better.
I'm not a big fan of it either, but I think in this case it will be fine, since it will almost be like 2 games running simultaneously than running 2 characters at once. Also keep in mind that the 2 groups don't necessarily have to interact with or know one another. It's going to be more like inserting two different groups into a single plotline, where both groups can interact with the plotline in different ways. So a player isn't going to be able to say "You know, I think I'll send Grog the Ogre Barbarian to the party instead of my spy character."

Crothian said:
I've never had a problem mixing intrigue and combat. I place an emphasis on the intrigue, but make sure it leads or potentially to combat. Have you tried to figure out what about intrigue makes it hard for you to run that type of game?
Prep time, and fun. It takes a lot of prep time to run a successful intrigue game, and it's harder to organize the type of slam-bang, knock-down fights that me and my players like. We all enjoy the dungeon aspect of the game very much, and running a focused intrigue campaign probably wouldn't hold our interest for long. :)
 

d20Dwarf said:
Prep time, and fun. It takes a lot of prep time to run a successful intrigue game, and it's harder to organize the type of slam-bang, knock-down fights that me and my players like. We all enjoy the dungeon aspect of the game very much, and running a focused intrigue campaign probably wouldn't hold our interest for long. :)

The group is going through through White Plume Mountian seeking the famed hammer Welm for the King Crothian (I can dream). Alas, they cleam out the volcano and no Welm to be found. Dungion crawl, with intrigue at the end. So, the group must brave an Expidition into the Barrier Peaks to locate the Oracle who happens to be at the end of that module. He tells them that Welm was stolen by the thief Nightfall, but he perished in the Tome of Horrrors.

That's simple intrigue with dungion crawls. I've found that combining them like that works well. I usually have more intrigue then dungion crawls unlike the example, but the idea is there. Intrigue does not have to be complicated. It doesn't need to be an Agetha Christy novel with a dozen suspects all with motive. You can make it linear with plot twists and still get the sense of intrigue while enjoying your dungion crawls.
 


Maybe intrigue is the wrong way to put it then, because what you just described sounds like pure dungeon crawling to me. I want the characters to interact with NPCs and be able to effect change just as much with social skills as with swords and spells.
 

Wil,

Think you're cruising a little close to the edge of sanity there, but hey if you can handle having 8-12 different characters, that's fine by me.

However if it's me...and I want more NPC/party interaction versus just killing things, I'd suggest you impose XP bonuses for better rping versus just dungeon crawling. perhaps like give the dungeoningeering team less XP for monster killing.

And hey how come I get picked on?!! I don't wanna be anywhere NEAR tome or Tomb! :p
 
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