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Dungeons of Drakkenheim - 3rd Party Review
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<blockquote data-quote="CapnZapp" data-source="post: 9396597" data-attributes="member: 12731"><p>Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>RULES</p><p>I apologize if I was unclear, but yeah, I'm going to start when the 2024 PHB drops and not before. Players will be restricted to what is in the 2024 PHB. (Obviously they can tweak the PHB backgrounds to feature good stuff from the Drakkenheim backgrounds, but that's lore and personalization, not rules and stats)</p><p></p><p>MOTIVATION</p><p>Yes, having a single "in ten levels' time" quest is not going to be enough, even if it can have stages and sub-quests.</p><p></p><p>Is this campaign discussed more/better somewhere else (than EN World)? Maybe someone else have already posted more quests or rumors? Perhaps even carousing ideas?</p><p></p><p>(Looking for web sites and discussion forums, not videos, discords or other social media)</p><p></p><p>In Mordheim players are encouraged to create a closely-knit band, so I will be sure to motivate the group as a group, and not just have individual quests.</p><p></p><p>GOLD</p><p>What is your stance on the "in 5E gold is worthless" theory? I know my players, if they're supposed to risk their lives for gold/delerium, they will want that gold to be useful. The simple and direct way to accomplish this is to have a proper magic item economy.</p><p></p><p>If your players are motivated by gold just for its own sake, using it only to survive (buy food and medicine), that'd be great to know.</p><p></p><p></p><p>TOWN</p><p>The thing with hostile NPCs is: if you're allowed to kill them (or even dream of killing them), fine. But if you are expected to just endure ungratefulness from NPCs, that can quickly derail a campaign. </p><p></p><p>I'm probably going to vary the places in town, so there can be a refuge where heroes can find actual friends and comfort. (This also provides a reason to have more than one; another than the simple "it's realistic for a town to have more than one drinking place")</p><p></p><p>It's much easier to feature ungrateful or insulting NPCs if the PCs can just choose to stay away (at least until they need that NPCs' services).</p><p></p><p>(Edgy dark campaigns often forget that it is the CONTRAST that makes edgy and dark cool. Everything evenly edgy and dark is just dreary and miserable.)</p><p></p><p>What about the town do you feel is hollow? Perhaps you want more actual quests placed in town?</p><p></p><p>DANGERS</p><p>Thanks!</p><p></p><p>FACTIONS</p><p>Sounds like good advice</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9396597, member: 12731"] Thanks :) RULES I apologize if I was unclear, but yeah, I'm going to start when the 2024 PHB drops and not before. Players will be restricted to what is in the 2024 PHB. (Obviously they can tweak the PHB backgrounds to feature good stuff from the Drakkenheim backgrounds, but that's lore and personalization, not rules and stats) MOTIVATION Yes, having a single "in ten levels' time" quest is not going to be enough, even if it can have stages and sub-quests. Is this campaign discussed more/better somewhere else (than EN World)? Maybe someone else have already posted more quests or rumors? Perhaps even carousing ideas? (Looking for web sites and discussion forums, not videos, discords or other social media) In Mordheim players are encouraged to create a closely-knit band, so I will be sure to motivate the group as a group, and not just have individual quests. GOLD What is your stance on the "in 5E gold is worthless" theory? I know my players, if they're supposed to risk their lives for gold/delerium, they will want that gold to be useful. The simple and direct way to accomplish this is to have a proper magic item economy. If your players are motivated by gold just for its own sake, using it only to survive (buy food and medicine), that'd be great to know. TOWN The thing with hostile NPCs is: if you're allowed to kill them (or even dream of killing them), fine. But if you are expected to just endure ungratefulness from NPCs, that can quickly derail a campaign. I'm probably going to vary the places in town, so there can be a refuge where heroes can find actual friends and comfort. (This also provides a reason to have more than one; another than the simple "it's realistic for a town to have more than one drinking place") It's much easier to feature ungrateful or insulting NPCs if the PCs can just choose to stay away (at least until they need that NPCs' services). (Edgy dark campaigns often forget that it is the CONTRAST that makes edgy and dark cool. Everything evenly edgy and dark is just dreary and miserable.) What about the town do you feel is hollow? Perhaps you want more actual quests placed in town? DANGERS Thanks! FACTIONS Sounds like good advice [/QUOTE]
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