idea for a campaign; need help fleshing out

Afrodyte

Explorer
I have an idea for a campaign I want to run, and I have some specific goals in mind with this campaign, but I need a little help providing a few in-game elements to support the changes I'm making. In no particular order of importance, they are:

1. Test the alternate classes as I've initiated on this thread. I've since revised them, but the basic idea (generic classes, adventuring classes, and talent trees) remains the same. One of the most important things for me to do with these classes is to prioritize class abilities over wealth and equipment.
2. Test a rewriting of one of the core races. I did this revision mainly to provide a conceptual and thematic focus for the race. The PHB races are just sort of...there.
3. Alter or omit most of the cliches as discussed in this thread. This is mainly so I can see the different types of things I can do with the D20 system without having to buy and/or teach players a new system.
4. Provide opportunities for more than one style of gaming and problem-solving. The PCs can negotiate and figure out non-violent solutions to problems or they can just say to hell with it and bash/chop some heads. They can even try to avoid getting involved in the mess that can happen in this scenario.

The main elements of standard D&D that I'm seeking to change are: the presence and relationships between humanoid races, the amount and type of magic available, the amount and type of wealth available to PCs, and the place of adventurers in society. These things seem to have the most direct impact upon how players approach the setting and determines to a certain extent the types of characters they will play.

The mood is tense and the tone is foreboding. It's as though the entire area is holding its breath in anticipation of some misfortune that will strike very soon. The world looks and sounds very similar to what most people would think if you told them to envision the dark ages. Organized religion is the dominant authority, followed by the aristocracy whose will is law. Most people, however, are uneducated and make their living in agriculture. As a group, they have little economic power. Social mobility is a foreign concept. The exploration of places and ideas is rare. Bad things tend to happen to people who venture too far from the familiar. Go walking in the forest, and you'll be eaten by wolves or taken by monsters (which includes other humanoids). Say or do something that goes against the Holy Word, and you'll be lucky if you're drawn and quartered. Magic is mysterious and harmful, but rare individuals have been blessed with miraculous powers. All this is, of course, from the human POV.

The setting is a group of about two dozen villages, hamlets, and thorpes loosely grouped around a small city near a mountain range to the east. From the settlement furthest from the city, it takes five days to travel to the city by ox cart. Just outside the outskirts of these communities lives an elven tribe. As more and more humans venture out of the ever more crowded city for farming land and for more space, they encroach upon the elves' territory. The elves, however, are reluctant to simply move and avoid the humans. A dragon uses the eastern mountains as its turf. They reason that even if they kill or drive off the dragon, they will only be overrun later by the expanding human population. There is more to the setting than this, but this is the part that is most essential for involving the PCs.

Somebody, however, has taken matters into his own hands. The leader of the Forest Needle clan, the most populous elven clan in the region, has decided to allow no further expansion into Forest Needle lands. He (or she) has sent bands of warriors to sabotage equipment, take livestock, and steal money and goods in the villages bordering his turf. The wealth is redistributed as fit for the survival of humans and the benefit of elves. He has instituted laws for the humans to follow meant to protect the lands and members of his clan. No mortal may trade weapons or to use them against elves. No mortal shall tresspass in Forest Needle lands. No mortal may travel after dusk. Those who break these rules are terrorized, enslaved, or killed (or some combination of the three). Strangely, humans seem to understand these rules even though they have neither seen nor spoken with the elves on this matter. In only 5 years' time, he has done this with three villages, and he has gained support from other clans because of the effectiveness of his actions. Humans are moving back to the city and avoiding elven territory. The weeding out of unfit humans has led to a stronger, healthier population of humans as well. More and more elves are rallying to this cause, following this model in their own lands.

Demons have been discovered sneaking about on the outskirts of one village. Though few people have actually seen one of these human-like demons, they remember the stories of the destruction and misery following the sport of these creatures. How will they deal with this thread? Will they move away to avoid too many unnecessary casualties? Or will they stand and protect their homes and families? Something has to happen, and soon.

Despite the simple scenario (humans and elves in conflict over territory), there are a variety of directions this campaign could go depending upon where the PCs sit. I can see 4 basic party concepts already such as:

1. elves trying to kick humans out of their lands
2. humans trying to protect their homes from "demons"
3. elves who want peaceful coexistence
4. humans who want peaceful coexistence

My main problem is deciding which direction I should focus on. Ideally, I would be able to design a campaign that could be run with any of the above concepts, but I have to consider time constraints. Which one(s) would make for the most interesting game? What NPCs (besides the leader of the Forest Needle clan) do you think are essential for me to create and detail? Which plot elements should be the most fleshed out?

I really appreciate your help.
 

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I would go 1 + 2, without forgetting 3 and 4. It seems I am mocking, but no; here is my idea:

Basically most elves and most humans want to coexist peacefully. The fact is, with some cooperation between the two, it could be really possible (example: elves know how to make land produce crops twice as much bountiful, so humans would need less land).

There comes the evil guy (a necromancer? a priest secretely turned to evil? etc.). He gains from having mayhem between elves and humans for two reasons: 1) Violence and suffering help demons thrive, so they are satisfied and reward him, well (hope) you see my point anyway; 2) Mayhem distract people from noticing and thus looking into his dubious affairs. Fact is: the demons are summoned by him, but conveniently take on an elven appearance. As such, 1) humans try to protect their homes from "demons", so must eradicate them and reduce their zone of influence; 2) elves must kick out of their lands these agressive humans.
 

Turanil said:
Basically most elves and most humans want to coexist peacefully. The fact is, with some cooperation between the two, it could be really possible (example: elves know how to make land produce crops twice as much bountiful, so humans would need less land).

There comes the evil guy (a necromancer? a priest secretely turned to evil? etc.). He gains from having mayhem between elves and humans for two reasons: 1) Violence and suffering help demons thrive, so they are satisfied and reward him, well (hope) you see my point anyway; 2) Mayhem distract people from noticing and thus looking into his dubious affairs. Fact is: the demons are summoned by him, but conveniently take on an elven appearance. As such, 1) humans try to protect their homes from "demons", so must eradicate them and reduce their zone of influence; 2) elves must kick out of their lands these agressive humans.

Pretty cool, and that narrows the threads down a bit so that the threads lead to a common direction. The next question is where to start? What do the PCs do?

Are they humans trying to protect their homes from "demons" and decide to take the fight to the forest despite having little more than their brawn, brains, and courage to help them?
Are they a group of independent elves who are trying to find a peaceful solution before war destroys both human and elven communities, but must first get past the fear and hatred between humans and elves?
 


shilsen said:
Why not just take the 4 options you listed and have the players choose which one they'd prefer?

Because each of the options radically alters the approach they would have to the scenario.
 

Afrodyte said:
Pretty cool, and that narrows the threads down a bit so that the threads lead to a common direction. The next question is where to start? What do the PCs do?

Are they humans trying to protect their homes from "demons" and decide to take the fight to the forest despite having little more than their brawn, brains, and courage to help them?
Are they a group of independent elves who are trying to find a peaceful solution before war destroys both human and elven communities, but must first get past the fear and hatred between humans and elves?

I would begin with humans. HOWEVER, let one or two players (no more) play elves. These elves have got some magical disguise so they appear human. Their idea is to infiltrate the ranks of their enemies to learn more about them, and why they try to harass the elves.

Now, an additional suggestion:
For players who play human, don't tell them they could have chosen another race as PCs. Don't tell that their "enemies" are elves. Give the elves another name, such as the "Sidhe" (you can invent a more appropriate name of course). So all humans "well know" that the Sidhe are evil fey with cruel manners and what not. Humans (and human PCs) are convinced of these misconception (that they are told before the game begins). On the other hand, the elven PCs don't know that the humans do have such misconceptions. They will notice it during the course of the adventures, and should be appaled at what they hear. And of course, the summoned demons do everything so it looks like it is the truth.
 

Turanil said:
I would begin with humans. HOWEVER, let one or two players (no more) play elves. These elves have got some magical disguise so they appear human. Their idea is to infiltrate the ranks of their enemies to learn more about them, and why they try to harass the elves.

I actually had an idea like this too, but I didn't want to clutter my post even more. Now that you mention it, I think it's definitely worth thinking a lot more about.

For players who play human, don't tell them they could have chosen another race as PCs. Don't tell that their "enemies" are elves. Give the elves another name, such as the "Sidhe" (you can invent a more appropriate name of course). So all humans "well know" that the Sidhe are evil fey with cruel manners and what not. Humans (and human PCs) are convinced of these misconception (that they are told before the game begins). On the other hand, the elven PCs don't know that the humans do have such misconceptions. They will notice it during the course of the adventures, and should be appaled at what they hear. And of course, the summoned demons do everything so it looks like it is the truth.

The only problem would be to keep the information secret from the players yet give them the option. This would be easier to do online than face-to-face since I could discuss it via email and keep things hidden from the other players.

I decided to forego the demon idea because the plot will complicate itself without me adding to it. I'm leaning toward a corruption from within sort of antagonist, someone who really wants one side to be annihilated, but not for the "good" reasons typical humans and elves have.

As far as what humans call elves, I think I mentioned that they are known as "demons." As you can see, "demon" is a moniker tacked on to any creature that is not human.
 

I guess I develop my campaign much differently than the way listed here.

If this were my world, I would simply create some NPCs, give them some background and personality, and then give them some motivation.

As a simple example (ie this is kinda 2 demensional, but does take into account some of what you want to change) I could do something like:

1. create an magician / scientist. He's trying to alter horses to be intelligent and fiercesome. He reasons that if he can successfully breed them, the horses can defend the caravan and obviate the need for mercanaries to be hired (or at least lessen the need). Unfortunately, his experiments have gotten a little out of hand and some of his "horses" have escaped. They've started to breed and now harass the countryside.

2. create a mayor one of the biggest villages. He's the main proponent of expansionism. His hidden agenda is a war with the elves because he feels his grandfather was wronged by an elf. He thinks if he can get some 'backbone" into the humans, they will be able to take over the land. And if some elves get killed, well, so much the better.

3. the local religious authority of the place the characters start in (not the same village as the mayor) is in favor of co-existance, and has been preaching that -- regardless of what the official doctrine is. He's level-minded and isn't interested in seeing a war break out, which is what he knows will happen. Though various sources, he knows about the dragon, and knows the elves have their backs against the wall. In addition, he feels that if elves and humans mingled more, he might get more recruits for the church.

4. The leader of the forest needle clan. He simply wants to be left alone, and he thinks what he is doing will lead to the humans going away. He's motivated by a sense of honor. He feels that these lands are elven lands, and they shouldn't have to kow-tow to humans.

5. A retired elven adventurer. This guy is wise and has been among humans, more so than most of his fellow elves. He knows that while the elves generally view themselves as superior to humans, the elves could learn some things as well. He's the main opposition to #4. He's been using political connections to put up roadblocks to further harrassment, and is advocating setting up a "demilitarized zone" where elves and humans can co-exist. He also thinks that this will lead to more trade, which will further strengthen his political situation, which will allow him to rise in power.

OK, now you have 5 people set up, all with some (basic) motivation. Now plan their moves.

#1. He has a tower and he's not too concerned about the escaped horses (ie the demons). He's protected in his tower, and he's working on his project. Actually, he thinks if he can capture a tiger cub or two that would help his research. Unfortunately, he doesn't have the time to go get one... A couple months ago, he went to the biggest village to buy a lot of horses to use as his base stock. It was a big purchase -- very unusual -- so a lot of people would remember it (perhaps if you don't want to have money, he performed some sort of service instead). Oh, did I rememeber to mention, these demons look kind of equine?

#2. He's looking for willing adventurers/mercanaries to "stir things up" in the frontier, to protect the humans who want to stay here. He's willing to pay, and he says (whether or not it is true is to be determined) that once the humans settle in, the people who help out, will get free land grants. He's spread this story to other towns as well, and is thinking about sending someone (or a group) to the city to try and get recruits. He has some money but not too much, so he's trying to lure people mostly with the free land speech.

#3. He's thinking about trying to send a message to the city to convince them to build a new temple on the frontier. He thinks if he can just talk to some elves, he can make some headway. He thinks that the elves and humans can learn a lot from each other. But before that happens, he borrowed a set of carpentry tools from a friend in the nearby big village, and needs someone to return them.

#4. His plan is to just keep on doing what he wants to do. He wants to try and make an example of villages like he's done. The players probably won't interact with him in the first couple sessions, so table any further development of him.

#5. Again, the PC's won't encounter him for a bit; table his development.

Now to start: players start in #3's hamlet/village, so you'll need to flesh that out a little. They are probably going to move in one of two directions. They can either go to the city on behalf of the elder to deliver the message for the new temple, or they can deliver the tools to the main village. Alternately, if they frequent the pub, they may hear about the mayor there.

Flesh out the big village; you'd probably have to do this no matter what they do, since you're going to need them to move from one place to another anyways. The mayor exists, and probably has someone helping him.

Flesh out the big city some. Since this is the "coolest" place, chances are your players are going to want to head there at some point in time, so you might as well do it now.

And you're mostly done. You probably have to come up with some more stuff, but if absolutely necessary, the city stuff can be done on the fly (ie you meet with someone in the temple, there is nothing to say that each person's word is the gospel of the temple, if you meet people trying to recruit them you don't have to worry that their word is gospel either.

The next key thing is to get an idea of which way they want to go, but then have stuff to occupy their time until the end of the session. At that point, you can see where they are headed and only concentrate on what they are going to face (like for right now you can not worry about both of the elves, for the most part). For example, you could say that at some point in their traveling, they will get attacked by the horses (unless, of course they take extrodinary measures to avoid that, but at level 1 that's unlikely). If they choose to pursue it, it can become something more; if they don't, it will just be a random encounter.

With some DM-fu, you can probably get the session to end right after the combat or right after they make some indications of moving one way or another. (Having a combat you can drop the players into is often a good stalling technique.)

If they later decide to head in a direction you haven't worked on, you can "catch up" those NPCs (ie let's say a couple months go by: in the time that has passed, #4 has convinced another faction to join him, but now he has troubles. One of his subordinates is hotheaded, and proclaimed that there would be a civil war if the rest of the elves did not bend to #4's way. #4 doesn't actually want that and now has to deal with that. Meanwhile #5 has seized upon this opportunity to try and convince people #4 is a lunatic. Also, he's decided to lead by example and decided to move out to the frontier himself. He's been getting back into shape and preparing to move.)


Now I'm by no means at all telling you this is what you should do with your campaign. But this whole thing took me about 3 mintues to think up and perhaps 10-15 minutes to type out. I find that when I just set up a framework of NPCs with some motivations, no matter what the PCs do, things fall into place.

So what am I trying to say? Just that I think that it's possible to allow all 4 possibilities to exist without having to do that much work.

That's my 2cp. I don't mean to suggest that everyone should run a campaign this way; however, if you hadn't thought to run it that way before, perhaps this is something to think about.
 
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shilsen said:
Why not just take the 4 options you listed and have the players choose which one they'd prefer?

Afrodyte said:
Because each of the options radically alters the approach they would have to the scenario.

I'm failing to see the problem there. Once the players choose which of the 4 options they prefer, you start off DMing with that particular approach in mind. If the players decide to take different approaches during the game itself, then you just adapt to that as and when it happens.
 
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shilsen said:
I'm failing to see the problem there. Once the players choose which of the 4 options they prefer, you start off DMing with that particular approach in mind. If the players decide to take different approaches during the game itself, then you just adapt to that as and when it happens.

To reiterate from my original post:

"My main problem is deciding which direction I should focus on. Ideally, I would be able to design a campaign that could be run with any of the above concepts, but I have to consider time constraints. Which one(s) would make for the most interesting game?"
 

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