Help! I need novel ideas for starting a campaign.

Ravellion

serves Gnome Master
On the 29th of June, somewhere in the evening, my expat status will be no more. I will be a Dutchman in my own country again (I have mixed feelings about this, but that is not what this is about).
I am going to resume my DMing position with my friends. However, I have no idea what to run!

If anyone has any nice D&D ideas, that are not overly typical (ie no : "Start a Greyhawk campaign!"), could you post them here? Alternatively, are you already in a non standard campaign? What is it like?

Oh, and it has to be fantasy based, some of my players don't like, say, d20 Modern.

Rav
 

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If you read Neil Gaimans "American Gods" (great book, btw) you might be able to use that as the "main plot" in the campaign, would fit best in a d20 campaign, but you can easily adapt it to a homebrew setting.


You could incorperate it for example with the Time of Troubles in FR. Difficult, but you would get a fantastic campaign
 

Write what you know...

Your player's characters are all ex-pats coming back to their homeland with various skills they have developed while away. They feel uneasy about this re-patriotization for any number of reasons but must put those concerns aside to deal with issues that have come up.

:)
 

A campaign based around air ships would be cool. A world where the continents float in the sky and travel is primarily ship based through the air. Make the party the loyal crew of a pirate hunter or whatever.

You could have a neat swashbuckling airship adventure!

Cheers,
 

my best campaign opener was when i ran a Riverworld campaign a few years back in GURPS.

everyone walked in, sat down at the table, got out their dice and character sheets, and turned to look at me.

i said, "You all die!" :D

the look on their faces was priceless...

(Riverworld is a series of books by P. J. Farmer in which everyone who has ever lived, from the earliest caveman to the modern day, is simultaneously resurrected along the banks of an 18-million mile long river. i had to get their characters there somehow... ;) )
 

What part of the Netherlands? (just curious because I lived there for two years myself).

One of my favorite campaigns had the "civilized world" get invaded by the "evil humanoids". The PC's were conscripts. There was a big battle, the "good guys" lost and the PCs are some of the few survivors and spend most of the campaign as "outlaws" behind enemy lines.

One thing that a DM did in a campaign I played in was ask the players up front what organization they wanted to be associated with. Lots of ideas were tossed around including being the King's Naturalists and bounty hunters the one we eventually decided on was Agents for Extraplaner Merchants. Then he designed the campaign around us.

And if you'll allow me a shameless plug. If you need adventures check out my site www.direkobold.com all of the adventures are dynamically generated so they can be easily dropped into any campaign.
 

I'm about to start a Midnight campaign. (I can't brag on that setting enough.)

The players will get to choose their characters from 4 pregenerated 1st level commoners. The commoners are all from the same village and are of roughly the same age.

Once the characters are ready to go, we will run through an intro adventure. This will include two people close to the characters being killed as a group of orcs and thier legate masters enter the village. (Think of Midnight as a low magic setting where Sauron got the One Ring and civilization is in decline. Orcs are led by corrupt human priests called legates.)

As certain NPCs get killed off, the town will go into revolt and attack the legates. The village will be destroyed and the PCs will be forced to strike out in search of a new life. Most likely, they will join the resistance groups who fight against the dark god, Izrador and his minions.

Once the PCs hit roughly 500xp, they will be able to take their first real level. They will get x2 skill points in their new class, a feat, special abilities, and their Heroic Path*.

* Heroic Paths are specific to Midnight. In a "rare magic" setting, the characters get special abilities as they go up in levels based on whatever theme you choose. This makes up for the lack of magical items floating around.
 

A concept that I was thinking of working out is a typical scenario of a battle between the gods, BUT what makes this different is that the CN god is waging war on the good and evil gods.

On the prime plane both good and evil characters have teamed up to fight this chaotic fight. I know it is sort of cliche, but I think you would be able to come up with some good game concepts.

I know the concept is cliche, but then again it usually all campaigns boil down to good vs evil.

Like I said it is a concept I have been toying with in the back of my mind and will probably sit down and hammer out part of it.
 

these are excerpts (just the fantasy stuff) from my list of new campaigns for my players - I would run all but the first with GURPS, but you could try to use D20 I think...

[...]
2. The Sins of the Fathers
A small island of volcanoes and hot springs, full of strange beasts and glorious vistas, surrounded by a ring of fire and black rocks, embedded in a gigantic cave of glowing crystals: this is your land, your curse. Six, maybe seven lifetimes have gone by since your ancestors were banned to this place of eternal flames, banned by the legendary "Empire" that rules the skyworld. According to the legends there was still the possibility of pardon and release from this prison in the earliest days of this place – but then came the time of the Sealing, and all hope for a return to the skyworld vanished with the closing of the Red Gate. But your ancestors were hard men and women: they adapted and survived. They founded the city of Netherhall, the city you were born in, the only city. But now the 6 people of the city – men, draks, shags, pales, and hi and lo gobbers – have learned from the Oracle of Ice that Netherhall is doomed: soon a titanic eruption of the dreaming volcano deep beneath the city will wipe out all life in the caves and tunnels around the city. And while the true content of the prophecy is still being kept secret, the elders of the city have decided to send out 18 small parties (six chosen by race, six chosen by guild, and six chosen by luck) to search for a new home – a home in the skyworld…
System: D&D3e or GURPS (using UMana)

3. Bottom of the Heap
Most of you never left the Quagmire, never saw a true horizon beyond the ancient crumbling walls that separate the quarters of the city. Others stranded here, usually after they came to Maerddab in search of a better life, wealth, education, or just a hideout. But all of you heard of the distant shores of the Black Islands, of the desert kingdoms south of the ocean, of the great northern forests, and of the snow-covered Mountains of Dawn. Some of you even saw the golden roofs of the Great School, the white walls of the Marble quarter, or the blackwood barges of the council, gliding silently on the river. Now you want up and out, by any means necessary, and you know you cannot do it on your own. So you've found some friends, well partners-in-crime at least, and you *will* succeed or – probably – die trying…
System: GURPS (using the magic system from GURPS Cabal), 75 pts. characters with up to 105 pts from disadvantages and quirks.

[...]

6. Frozen
Our great-great-grandfathers still lived in freedom. The Lords teach that mankind was a constant threat to itself in those days, always warring and fighting with each other, raping the land and killing the beasts – but that is a lie. Before their high mages called the ice to crush our empires, all men were free and brave. And the Lords lived hidden in the remote wilderness. But then came the darkcloud, the great famine, and the War of Winter – and mankind lost. Rome fell, Byzantium fell, even the norsemen, the persians, the huns, and the legendary empire of Cathay fell. Today we live as servants to the Lords: the sidhe, the elfs, the dwarfs, the goblins, the giants, and the djinn. They use us as workers and slaves, the men as warriors, the women as whores, the children as food – and they say it is just. But we know it is a lie, and we will vanquish them…
System: GURPS
[...]
 
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