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General Tabletop Discussion
*Dungeons & Dragons
Dragon Soul campaign - Looking for tips and ideas.
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<blockquote data-quote="Gabriel Pendragon1" data-source="post: 7326571" data-attributes="member: 6934273"><p>Interesting take. Sounds like a really good way to run things. Might incorporate some of those ideas. Been working on a write up and organizing my thoughts a bit, this is what I have so far:</p><p></p><p>Dragon Soul</p><p>All players will have a character who was a dragon. Characters must have some strong link to dragons at creation, be it from race or class. Both is encouraged. Dragonborn are super rare and will draw significant attention from the populace, as are those who can use magic. Subtlty and stealth are suggested to hide from society as a whole. Having at least one character who is able to mingle with humans easily is suggested, but not required. (taking the ideas about how mortals react to magic from the city of mulmaster, in which it is highly illegal for those who aren't part of the magic guild)</p><p>Dragon's are fonts of magic, as such wild magic flows around each player. Will use the wild magic chart to make rolls for random magical effects due to this flow of magic in a low/no magic world.</p><p>PC's will be one of very few who are able to use magic, those around them with the ability may also be able to harness the magic.</p><p>The party gathered together shortly after learning of their magical natures, and is adventuring in order to learn more about their nature. </p><p>The characters will belong to a guild hall. While at the guild hall they have minimal worries of the outside world. The guild master is aware of what they are and is helping guide them. The rest of the guild is comfortable or indifferent to their oddities, this is one of the more odd guilds in the realm. The guild as a whole seeks to return magic to the world.</p><p>Other guilds work to fully purge magic from the world, and should be expected to be problems throughout the campaign. </p><p>PC's deaths will purge magic from the world, eventually. Purging magic will kill the plane of existence, generally unknown to all.</p><p>PC's will be the only entities able to perform resurrections, if they learn how to do so. Failing a third death save will not cause death for that PC, but will cause damage split between the entire party. Damage can not be resisted or mitigated in anyway, nor healed for as long as a PC is down. Working together is extra important, but also mitigates the inability to perform resurrections. (seems like a good way to bring the bond between the players to the fore front, mitigate the risks of no one being able to perform resurrections, and make sure a random crit doesn't pop anyone)</p><p>Returning to dragons will be a long and perilous journey. Exact method TBD. Perhaps gathering lost artifacts and placing them at altars in lost temples situated on locuses of ley lines, magical fonts, to counter a seal that was placed by a malevolent force seeking to destroy all existence?</p></blockquote><p></p>
[QUOTE="Gabriel Pendragon1, post: 7326571, member: 6934273"] Interesting take. Sounds like a really good way to run things. Might incorporate some of those ideas. Been working on a write up and organizing my thoughts a bit, this is what I have so far: Dragon Soul All players will have a character who was a dragon. Characters must have some strong link to dragons at creation, be it from race or class. Both is encouraged. Dragonborn are super rare and will draw significant attention from the populace, as are those who can use magic. Subtlty and stealth are suggested to hide from society as a whole. Having at least one character who is able to mingle with humans easily is suggested, but not required. (taking the ideas about how mortals react to magic from the city of mulmaster, in which it is highly illegal for those who aren't part of the magic guild) Dragon's are fonts of magic, as such wild magic flows around each player. Will use the wild magic chart to make rolls for random magical effects due to this flow of magic in a low/no magic world. PC's will be one of very few who are able to use magic, those around them with the ability may also be able to harness the magic. The party gathered together shortly after learning of their magical natures, and is adventuring in order to learn more about their nature. The characters will belong to a guild hall. While at the guild hall they have minimal worries of the outside world. The guild master is aware of what they are and is helping guide them. The rest of the guild is comfortable or indifferent to their oddities, this is one of the more odd guilds in the realm. The guild as a whole seeks to return magic to the world. Other guilds work to fully purge magic from the world, and should be expected to be problems throughout the campaign. PC's deaths will purge magic from the world, eventually. Purging magic will kill the plane of existence, generally unknown to all. PC's will be the only entities able to perform resurrections, if they learn how to do so. Failing a third death save will not cause death for that PC, but will cause damage split between the entire party. Damage can not be resisted or mitigated in anyway, nor healed for as long as a PC is down. Working together is extra important, but also mitigates the inability to perform resurrections. (seems like a good way to bring the bond between the players to the fore front, mitigate the risks of no one being able to perform resurrections, and make sure a random crit doesn't pop anyone) Returning to dragons will be a long and perilous journey. Exact method TBD. Perhaps gathering lost artifacts and placing them at altars in lost temples situated on locuses of ley lines, magical fonts, to counter a seal that was placed by a malevolent force seeking to destroy all existence? [/QUOTE]
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