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<blockquote data-quote="Greenfield" data-source="post: 5682098" data-attributes="member: 6669384"><p>You've just described a micro-sized version of our regular campaigns.</p><p></p><p>When we do it we pick a world map to use. We've used Harn maps, some from SJG, Middle Earth, it doesn't matter. Then everybody makes up a character, and the country they come from. General description is usually enough to begin with.</p><p></p><p>We agree on an over arching goal, the grand mcguffin if you like. In one it was to find all the pieces of the shattered World Crystal, the artifact made by the gods as the template for our world. We had to put it back together, or our wold would slowly die.</p><p></p><p>In another the goal was to find the lost secrets of magic. We'd banned a lot of spells (like all 9th levels, all the Raise Deads, and pretty much everything not in PHB), as well as most Prestige classes and all the feats for creating permanent magic items. These were the secrets, lost over time, that the gods needed us to recover.</p><p></p><p>Once that's all agreed upon, the game begins. Someone starts the ball rolling with an opening adventure. It runs in the land they created, and they are, of course, free to do anything they want to that land. When the adventure is over our mission will lead us to another clue, or fragment, secret or whatever the campaign goal is. Coincidentally, this will be in the land created by the player who becomes the next DM. </p><p></p><p>When someone takes over as DM, their character becomes an NPC. They usually run off to tend to personal business while the group is in their home neighborhood, and they come back with Exp that matches what they would have gotten, and similar treasure.</p><p></p><p>And, yes, the group has the power of veto if an adventure is just too sucky to believe. "So we all wake up and say, 'Wow, what an odd dream..'", and life goes on.</p><p></p><p>IT works well.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5682098, member: 6669384"] You've just described a micro-sized version of our regular campaigns. When we do it we pick a world map to use. We've used Harn maps, some from SJG, Middle Earth, it doesn't matter. Then everybody makes up a character, and the country they come from. General description is usually enough to begin with. We agree on an over arching goal, the grand mcguffin if you like. In one it was to find all the pieces of the shattered World Crystal, the artifact made by the gods as the template for our world. We had to put it back together, or our wold would slowly die. In another the goal was to find the lost secrets of magic. We'd banned a lot of spells (like all 9th levels, all the Raise Deads, and pretty much everything not in PHB), as well as most Prestige classes and all the feats for creating permanent magic items. These were the secrets, lost over time, that the gods needed us to recover. Once that's all agreed upon, the game begins. Someone starts the ball rolling with an opening adventure. It runs in the land they created, and they are, of course, free to do anything they want to that land. When the adventure is over our mission will lead us to another clue, or fragment, secret or whatever the campaign goal is. Coincidentally, this will be in the land created by the player who becomes the next DM. When someone takes over as DM, their character becomes an NPC. They usually run off to tend to personal business while the group is in their home neighborhood, and they come back with Exp that matches what they would have gotten, and similar treasure. And, yes, the group has the power of veto if an adventure is just too sucky to believe. "So we all wake up and say, 'Wow, what an odd dream..'", and life goes on. IT works well. [/QUOTE]
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