Stormonu
Legend
For those not familiar, Council of Wyrms was a campaign setting done back in 2E that had the PCs take on the roles of dragons, with a humanoid counterpart/lackey. The campaign took place in a chain of islands known as the Tears of Io. Swathes of islands were under the rulership of various dragon "tribes", with a central island set aside as neutral ground. Here dragons could gather to mate and discuss matters that affected all the tribes - such as the occasional appearance of human Dragonslayers from the distant West, troubles with the various giant tribes or the like.
The campaign setting itself was a brilliant idea and setting, but the actual rules were severely >meh<, and with dragons, troupe play seemed contrived. One of the things that was probably the most disappointing was that you had to start your character out as a baby and "level up" to get bigger/more powerful.
I'd like to redesign the play of the game so that dragons start in their "teens" and there's a better playing field for intraparty conflict/goals, with still the occasional need to come together on some goal or activity. Something akin to Birthright, where a fair portion of the game would be the characters doing things in their own "lair" during their "turn", but having a point where the characters come together to interact and perhaps adventure (perhaps a seasonal thing, with a "moot" end turn, representing the end of the year's events).
Likewise, I'd like to put together a system that reduces the firepower of the dragons - something that puts the starting characters on par with 1st level D&D characters (and a "human 1st level adventurer" would be a swattable gnat) and their humanoid associates on par with the advantage of a feat or class ability.
Unfortunately, I'm more of a story person, and I'm horrible with mechanics. If anyone has some ideas - it doesn't have to follow D&D rules, and in some cases a card or board-like game for the non-moot part of the game I think might work best so it's quick and players can throw challenges at each other to keep things interesting - I'd love to hear them.
The campaign setting itself was a brilliant idea and setting, but the actual rules were severely >meh<, and with dragons, troupe play seemed contrived. One of the things that was probably the most disappointing was that you had to start your character out as a baby and "level up" to get bigger/more powerful.
I'd like to redesign the play of the game so that dragons start in their "teens" and there's a better playing field for intraparty conflict/goals, with still the occasional need to come together on some goal or activity. Something akin to Birthright, where a fair portion of the game would be the characters doing things in their own "lair" during their "turn", but having a point where the characters come together to interact and perhaps adventure (perhaps a seasonal thing, with a "moot" end turn, representing the end of the year's events).
Likewise, I'd like to put together a system that reduces the firepower of the dragons - something that puts the starting characters on par with 1st level D&D characters (and a "human 1st level adventurer" would be a swattable gnat) and their humanoid associates on par with the advantage of a feat or class ability.
Unfortunately, I'm more of a story person, and I'm horrible with mechanics. If anyone has some ideas - it doesn't have to follow D&D rules, and in some cases a card or board-like game for the non-moot part of the game I think might work best so it's quick and players can throw challenges at each other to keep things interesting - I'd love to hear them.