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Hypothetical: What would your Ultimate (and Final) D&D Campaign Look Like?
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<blockquote data-quote="Ramaster" data-source="post: 6305923" data-attributes="member: 6687585"><p>My ideal campaign would also be divided between 5 level sections. Each of them taking 1 in-game year (more or less) and 6 "real life" months (again, more or less).</p><p></p><p></p><p><strong>The first year: War.</strong></p><p><strong></strong></p><p>To very big neighboring kingdoms are at war. The conflict has reached a stalemate and now most of the action takes place in commando style warfare. The PCs start as rank and file soldiers but after a successful mission they get promoted to one of the commandos groups. The game takes the form of a series of episodic adventures/assignments were the pasts of the PCs end up catching up to them. It culminates with an assault on a goblin fortress where it is discovered that this goblins are interbreeding with... SOMETHING to create a race of hybrids. They find a pregnant goblin woman giving birth (and subsequently dyeing) to one of such hybrids.</p><p></p><p></p><p><strong>The Second year: Investigation.</strong></p><p><strong></strong></p><p>The war rages on and the PCs get recruited by a mysterious organization called "The Foundation" (give yourself a pat on the back if you get the reference) and recruited into service. The empires keep on conducting covert operations against each other, but when the PCs are sent to investigate some of these operations they come to the conclusion that a terrorist organization is performing most of them, in the interest of delaying the end of the war. The terrorists are using hybrids similar to the goblin one they found earlier and making general mayhem among the cities. The year concludes with an assault to the main terrorist base, where it is discovered that they are, in fact, following orders from strange creatures from beyond the stars.</p><p></p><p></p><p><strong>The Third year: Pacification.</strong></p><p><strong></strong></p><p>With the terrorists dealt with, the PCs are again tasked with putting an end to the war and gathering as many allies and as many resources as they can for the foundation, having full knowledge that the so called "aliens" might invade any time now. Other kingdoms and factions have used the war as an excuse to prey on the original two nations and it's the PCs task to deal with this. There is some mass combat and some base/building on this stage too. The end of the years sees them fighting against a coalition of independent states headed by a dragon or something.</p><p></p><p></p><p><strong>The Fourth year: Invasion.</strong></p><p><strong></strong></p><p>The invasion begins slowly at first (a couple of UFO sightings and some land assaults) but it rapidly escalates into a worldwide conflict. The PCs again at the heart of it manage use the resources and allies they got the year before to handle the most dangerous threats while they themselves fight the most powerful aliens. The stakes are super-high and the year ends with an assault on the mother ship and a full scale battle on top of it. The destruction of said mother ship guarantees the survival of their world... for now!</p><p></p><p></p><p><strong>The Fifth year: Retribution.</strong></p><p><strong></strong></p><p>The foundation finds out that the aliens are planning a second invasion. The PCs are tasked to travel to their home-planet and capture/kill their leader. The alien planet is vast and the campaign plays out with a "Numenera" like feel, exploring a different world. Eventually, they find some unlikely allies on a dissident group of aliens who are against the invasion of other worlds. They form an army and march towards the alien's main city where they defeat their leader. The foundation then asks them to take them/he/she/it prisoner; but it is clear for the PCs that they have to be put down for good.</p><p></p><p></p><p><strong>The Final moments: Choice.</strong></p><p><strong></strong></p><p>Being around level 25 now, this is an epilogue type chapter. They get to decide how they handle the end of the campaign and they get to see how those decisions play out.</p></blockquote><p></p>
[QUOTE="Ramaster, post: 6305923, member: 6687585"] My ideal campaign would also be divided between 5 level sections. Each of them taking 1 in-game year (more or less) and 6 "real life" months (again, more or less). [B]The first year: War. [/B] To very big neighboring kingdoms are at war. The conflict has reached a stalemate and now most of the action takes place in commando style warfare. The PCs start as rank and file soldiers but after a successful mission they get promoted to one of the commandos groups. The game takes the form of a series of episodic adventures/assignments were the pasts of the PCs end up catching up to them. It culminates with an assault on a goblin fortress where it is discovered that this goblins are interbreeding with... SOMETHING to create a race of hybrids. They find a pregnant goblin woman giving birth (and subsequently dyeing) to one of such hybrids. [B]The Second year: Investigation. [/B] The war rages on and the PCs get recruited by a mysterious organization called "The Foundation" (give yourself a pat on the back if you get the reference) and recruited into service. The empires keep on conducting covert operations against each other, but when the PCs are sent to investigate some of these operations they come to the conclusion that a terrorist organization is performing most of them, in the interest of delaying the end of the war. The terrorists are using hybrids similar to the goblin one they found earlier and making general mayhem among the cities. The year concludes with an assault to the main terrorist base, where it is discovered that they are, in fact, following orders from strange creatures from beyond the stars. [B]The Third year: Pacification. [/B] With the terrorists dealt with, the PCs are again tasked with putting an end to the war and gathering as many allies and as many resources as they can for the foundation, having full knowledge that the so called "aliens" might invade any time now. Other kingdoms and factions have used the war as an excuse to prey on the original two nations and it's the PCs task to deal with this. There is some mass combat and some base/building on this stage too. The end of the years sees them fighting against a coalition of independent states headed by a dragon or something. [B]The Fourth year: Invasion. [/B] The invasion begins slowly at first (a couple of UFO sightings and some land assaults) but it rapidly escalates into a worldwide conflict. The PCs again at the heart of it manage use the resources and allies they got the year before to handle the most dangerous threats while they themselves fight the most powerful aliens. The stakes are super-high and the year ends with an assault on the mother ship and a full scale battle on top of it. The destruction of said mother ship guarantees the survival of their world... for now! [B]The Fifth year: Retribution. [/B] The foundation finds out that the aliens are planning a second invasion. The PCs are tasked to travel to their home-planet and capture/kill their leader. The alien planet is vast and the campaign plays out with a "Numenera" like feel, exploring a different world. Eventually, they find some unlikely allies on a dissident group of aliens who are against the invasion of other worlds. They form an army and march towards the alien's main city where they defeat their leader. The foundation then asks them to take them/he/she/it prisoner; but it is clear for the PCs that they have to be put down for good. [B]The Final moments: Choice. [/B] Being around level 25 now, this is an epilogue type chapter. They get to decide how they handle the end of the campaign and they get to see how those decisions play out. [/QUOTE]
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