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.
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.