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How Do You Run a Good Campaign?
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<blockquote data-quote="Voobaha" data-source="post: 247756" data-attributes="member: 2741"><p><strong>EXAMPLE 2</strong></p><p></p><p>#2 SLARSH'S SEWER RATS</p><p></p><p>1) GENERAL DESCRIPTION & GOALS</p><p>The PCs are a group of scummy half orcs that can pass for human. They are bumbling misfits, brought up in an orc tribe where they've lived as second class citizens, hated & feared for their human-ness. The Orc Warchief, Slarsh makes them part of an "elite" team called the "Sewer Rats". He sends them into the human lands as advance scouts for an invading orcish horde. Will the Sewer Rats find glory & acceptance by performing thankless missions for the tribe, or is Slarsh just trying to get rid of them?</p><p></p><p>2) IMPORTANCE OF THE PCs</p><p>The PCs are UNIMPORTANT: the PCs are bumbling squabbling fools, and the missions they're sent on are seemingly designed to get them killed. The goal of the game is to survive through deviousness, but this isn't possible without a team effort. It's a long term campaign played for as long as we feel like it.</p><p></p><p>3) CAMPAIGN TONE</p><p></p><p>MORALITY 4) Little distinction between Good & Evil: In this cynical game, everyone looks out for number one, even the cute little peasant kids</p><p>REALISM 2) Romantic: Even though the players are idiots, they're insanely lucky. Weird, paranoid, even wacky behavior is rewarded.</p><p>OUTLOOK 1) almost entirely light hearted: This is a fantasy version of Paranoia meets Mission Impossible, played for laughs. </p><p>CONTINUITY 2) Mostly Episodic, occasionally some continuing stories. This is a humorous game; things don't always have to make sense.</p><p></p><p>PHYSICAL WORLD (DESCRIPTION)</p><p>The World of Greyhawk will be used. It's a standard medieval swords n' sorcery world, but seen through the eyes of Orcs. </p><p></p><p>CHARACTER STATS/REQUIREMENTS</p><p>All classes allowed, all standard rules apply. PCs will be rolled with only 3d6, arranging stats to taste, as these guys are idiots. PCs start at 1st Level. PCs with who's stats add up to 48 or less may be freely rerolled until a PC with 49 or more points is generated.</p><p></p><p>HOUSE RULES</p><p>PCs receive 5 LUCK POINTS at the start of the campaign, which they can use to reroll any die roll (friendly or enemy). They can also be used to modify any d20 die roll by +2 before making the roll. You can spend a LUCK POINT to reroll a die and apply a +2 bonus to the reroll with another LUCK POINT. Bonus LUCK POINTS get awarded regularly during game sessions for particularly clever, spirited or funny behavior at the DM's whim. LUCK POINTS are awarded at the end of sessions too. LUCK POINTS are a primary way to stay alive, so stay in character and make the game fun for everyone. Especially the DM.</p><p></p><p>MAGIC</p><p>OCCURRENCE OF MAGIC (Rate from 1-5):</p><p>3) Magic uncommon, but accessible</p><p></p><p>INFLUENCE OF MAGIC (Rate from 1-5):</p><p>3) Mix of powerful and minor magic. </p><p></p><p>SOURCE OF MAGIC</p><p>Standard D&D--magic is elemental and planar energy focused by mages and sorcerers.</p><p></p><p>STATE OF RELIGION</p><p>Standard Greyhawk Pantheons. PCs worship Orc Gods provided by DM. Are they watching the PC's petty struggles? Do they care? More importantly, do they have a sense of humor?</p><p></p><p>CIVILIZATION/TECH LEVEL</p><p>Mid to Late Medieval technology. The Orcs are behind the average tech of the world. They have mix of early medieval and scavenged human equipment. PCs are used to being cringing tribal cowards, and might have trouble "adjusting" to human customs.</p><p></p><p></p><p>Okay, enough examples...just got creative and have waaaay too much free time. Hope this helps.</p></blockquote><p></p>
[QUOTE="Voobaha, post: 247756, member: 2741"] [b]EXAMPLE 2[/b] #2 SLARSH'S SEWER RATS 1) GENERAL DESCRIPTION & GOALS The PCs are a group of scummy half orcs that can pass for human. They are bumbling misfits, brought up in an orc tribe where they've lived as second class citizens, hated & feared for their human-ness. The Orc Warchief, Slarsh makes them part of an "elite" team called the "Sewer Rats". He sends them into the human lands as advance scouts for an invading orcish horde. Will the Sewer Rats find glory & acceptance by performing thankless missions for the tribe, or is Slarsh just trying to get rid of them? 2) IMPORTANCE OF THE PCs The PCs are UNIMPORTANT: the PCs are bumbling squabbling fools, and the missions they're sent on are seemingly designed to get them killed. The goal of the game is to survive through deviousness, but this isn't possible without a team effort. It's a long term campaign played for as long as we feel like it. 3) CAMPAIGN TONE MORALITY 4) Little distinction between Good & Evil: In this cynical game, everyone looks out for number one, even the cute little peasant kids REALISM 2) Romantic: Even though the players are idiots, they're insanely lucky. Weird, paranoid, even wacky behavior is rewarded. OUTLOOK 1) almost entirely light hearted: This is a fantasy version of Paranoia meets Mission Impossible, played for laughs. CONTINUITY 2) Mostly Episodic, occasionally some continuing stories. This is a humorous game; things don't always have to make sense. PHYSICAL WORLD (DESCRIPTION) The World of Greyhawk will be used. It's a standard medieval swords n' sorcery world, but seen through the eyes of Orcs. CHARACTER STATS/REQUIREMENTS All classes allowed, all standard rules apply. PCs will be rolled with only 3d6, arranging stats to taste, as these guys are idiots. PCs start at 1st Level. PCs with who's stats add up to 48 or less may be freely rerolled until a PC with 49 or more points is generated. HOUSE RULES PCs receive 5 LUCK POINTS at the start of the campaign, which they can use to reroll any die roll (friendly or enemy). They can also be used to modify any d20 die roll by +2 before making the roll. You can spend a LUCK POINT to reroll a die and apply a +2 bonus to the reroll with another LUCK POINT. Bonus LUCK POINTS get awarded regularly during game sessions for particularly clever, spirited or funny behavior at the DM's whim. LUCK POINTS are awarded at the end of sessions too. LUCK POINTS are a primary way to stay alive, so stay in character and make the game fun for everyone. Especially the DM. MAGIC OCCURRENCE OF MAGIC (Rate from 1-5): 3) Magic uncommon, but accessible INFLUENCE OF MAGIC (Rate from 1-5): 3) Mix of powerful and minor magic. SOURCE OF MAGIC Standard D&D--magic is elemental and planar energy focused by mages and sorcerers. STATE OF RELIGION Standard Greyhawk Pantheons. PCs worship Orc Gods provided by DM. Are they watching the PC's petty struggles? Do they care? More importantly, do they have a sense of humor? CIVILIZATION/TECH LEVEL Mid to Late Medieval technology. The Orcs are behind the average tech of the world. They have mix of early medieval and scavenged human equipment. PCs are used to being cringing tribal cowards, and might have trouble "adjusting" to human customs. Okay, enough examples...just got creative and have waaaay too much free time. Hope this helps. [/QUOTE]
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