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Gothic Campaign Setting I'm considering
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<blockquote data-quote="kitsune9" data-source="post: 5402571" data-attributes="member: 18507"><p>Cool idea Rel!</p><p></p><p>I do have the Savage Worlds book, but haven't really delved into it yet. </p><p></p><p>There are probably several concepts that I'd get across to the players for this campaign:</p><p></p><p>1. If horror is used over and over again, it becomes mundane. Save the vamps, werewolves, and zombies for the end-game encounters. Have most the baddies and minions be ignorant peasants, cultists, murderers, and other truly despecable people.</p><p></p><p>2. Killing the horrors shouldn't just be tough, but downright difficult. Everyone knows that a silver bullet kills a werewolf? Yeah, but what they don't know is that there must be a special ceremony to be performed during a full-moon that when making those silver bullets infuses them with a power to kill the werewolf. Otherwise, going against werewolves with "normal" silver bullets is like shooting it with tinker toys. </p><p></p><p>3. The more powerful the magic is, the more corrupting and damning it becomes. Cast a lesser spell and you're good. Cast a powerful spell, you'll have to perform a complex ritual in which you may have to make less-than-moral decisions and risk your own soul, but then you're ready to take on the BBEG vamp.</p><p></p><p>4. Ignorance and fear are great background stuff. The PC's come to a village and the first thing they should see is the villagers burning some village woman whom they accused of being a witch. The PC's are strangers and therefore immediately suspect. Even if they are heroes who have thwarted an evil, they are just as likely to have pissed off the village elders for bringing the "true evil" upon the village and things were fine before the meddling adventurers showed up. No feast in the heroes honor here. Church authorities have witchhunters who prefer the 1% solution of burning a village to kill the one cultist hiding within. Villagers are quick to accuse their neighbor of witchcraft, curses, etc.</p><p></p><p>5. It rains a lot. Use the weather to affect the mood of the game. If Savage Worlds doesn't have mechanics on how rain or snow affects encounters, create them and frequently incorporate them. Sunny days should be rare or infrequent. Also, to get the weather on board with the campaign, you can check each day and roll as to how the weather will turn out and tie it to the player characters' ability use fate points/beenies/etc. If the day is sunny, they get full use. If it's cloudy, they are at a disadvantage, if it's downright pouring, they have nothing in their disposal.</p><p></p><p>6. Make holy ground mean something. Think Sleepy Hollow the movie.</p><p></p><p>7. Avoid dungeon crawling, but make heavy use of gothic ruins / old chapels / graveyards with mausoleums in autumn covered woods.</p><p></p><p>8. Bad stuff happens at night. If the PC's are out at night, camping, make full use of being in the dark. The PC's should realize that camping is a bad idea.</p><p></p><p>9. Madness and panic are common tropes in horror games, but our PC's are heroes, so we'll skip this and go with something else--despair. As the campaign progresses, the more the PC's gain knowledge and realize that the world is truly a dark place. This builds up despair and impairs their effectiveness to fight. The only way to overcome this is through the use of ritualistic magic (which invokes a cost in of itself), or there comes a point where the characters reach a "retirement point" and either become corrupted by the things they've been fighting or commit suicide or some other tragic malady.</p><p></p><p>10. Seeking special kinds of aid comes with a terrible price. The PC's realize that there is a vampire lord who rules over a particular barony. The PC's go to the foretune teller to seek out a way to discern the vampire's weakness. The fortuneteller grants that aid, but the PC's must give a great deal of their blood in the ritual and once they have the answers, they also learn that each of them are Dr. Jekyl and Mr. Hide kind of person because they've been cursed for the knowledge. It's just the way fate works.</p><p></p><p>Happy Gaming!</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5402571, member: 18507"] Cool idea Rel! I do have the Savage Worlds book, but haven't really delved into it yet. There are probably several concepts that I'd get across to the players for this campaign: 1. If horror is used over and over again, it becomes mundane. Save the vamps, werewolves, and zombies for the end-game encounters. Have most the baddies and minions be ignorant peasants, cultists, murderers, and other truly despecable people. 2. Killing the horrors shouldn't just be tough, but downright difficult. Everyone knows that a silver bullet kills a werewolf? Yeah, but what they don't know is that there must be a special ceremony to be performed during a full-moon that when making those silver bullets infuses them with a power to kill the werewolf. Otherwise, going against werewolves with "normal" silver bullets is like shooting it with tinker toys. 3. The more powerful the magic is, the more corrupting and damning it becomes. Cast a lesser spell and you're good. Cast a powerful spell, you'll have to perform a complex ritual in which you may have to make less-than-moral decisions and risk your own soul, but then you're ready to take on the BBEG vamp. 4. Ignorance and fear are great background stuff. The PC's come to a village and the first thing they should see is the villagers burning some village woman whom they accused of being a witch. The PC's are strangers and therefore immediately suspect. Even if they are heroes who have thwarted an evil, they are just as likely to have pissed off the village elders for bringing the "true evil" upon the village and things were fine before the meddling adventurers showed up. No feast in the heroes honor here. Church authorities have witchhunters who prefer the 1% solution of burning a village to kill the one cultist hiding within. Villagers are quick to accuse their neighbor of witchcraft, curses, etc. 5. It rains a lot. Use the weather to affect the mood of the game. If Savage Worlds doesn't have mechanics on how rain or snow affects encounters, create them and frequently incorporate them. Sunny days should be rare or infrequent. Also, to get the weather on board with the campaign, you can check each day and roll as to how the weather will turn out and tie it to the player characters' ability use fate points/beenies/etc. If the day is sunny, they get full use. If it's cloudy, they are at a disadvantage, if it's downright pouring, they have nothing in their disposal. 6. Make holy ground mean something. Think Sleepy Hollow the movie. 7. Avoid dungeon crawling, but make heavy use of gothic ruins / old chapels / graveyards with mausoleums in autumn covered woods. 8. Bad stuff happens at night. If the PC's are out at night, camping, make full use of being in the dark. The PC's should realize that camping is a bad idea. 9. Madness and panic are common tropes in horror games, but our PC's are heroes, so we'll skip this and go with something else--despair. As the campaign progresses, the more the PC's gain knowledge and realize that the world is truly a dark place. This builds up despair and impairs their effectiveness to fight. The only way to overcome this is through the use of ritualistic magic (which invokes a cost in of itself), or there comes a point where the characters reach a "retirement point" and either become corrupted by the things they've been fighting or commit suicide or some other tragic malady. 10. Seeking special kinds of aid comes with a terrible price. The PC's realize that there is a vampire lord who rules over a particular barony. The PC's go to the foretune teller to seek out a way to discern the vampire's weakness. The fortuneteller grants that aid, but the PC's must give a great deal of their blood in the ritual and once they have the answers, they also learn that each of them are Dr. Jekyl and Mr. Hide kind of person because they've been cursed for the knowledge. It's just the way fate works. Happy Gaming! [/QUOTE]
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