Iron Heroes, True Sorcery, and Desert Sands....

cybernetic

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I am currently in the initial brainstorming phase of a new campaign that I intend to run. My group is currently playing a standard D&D campaign (core books and WotC's Complete line of books only)....once the current campaign is concluded, it will be my time up to bat and I'd like to change things up a little bit (while still keeping it d20).

I intend this thread to be sort of a thinktank for my campaign concept and maybe a bit of world design. I was hoping to get feedback, opinions, and advice along the way as well.

The first step was determining what I wanted to do in the campaign.

The following is the aspects I wanted to include in the campaign:
- Relatively low magic setting without invalidating spellcasters. My group always seems to have campaigns (I'm guilty of doing this as a DM as well) where the magical items just get handed out like candy, and the characters end up becoming walking magical arsenals.
- I want to actually develop the plot and general story as opposed to coming up with most of it in the spur of the moment. Our campaigns always seem to be thrown together at the last minute with little real thought of how the story will flow from A to B. That tends to happen when both of the groups primary DMs (myself and my best friend) tend to be pretty good at winging it as a DM.
- I want to take the players somewhere we haven't really been in a game.
- I want to create a world (not necessarily fully fleshed out) than allow the players actually do something that changes it! No forgotten realms here, where every 5 feet there is a new uber hero changing the world.
- I want a story that involves the characters in such a way that the story becomes about them and not what they need to do.
- I want a campaign that actually has a logical closure point. I want a campaign that the characters are able to complete. We tend to have campaigns that just keep going until we get bored and want to do something new.

Thats what I want to do...now here's where I'm starting.

I intend to use Iron Heroes by Malhavoc Press as the engine to drive this game. The systems therein are perfect for allowing the characters to handle things without relying on the next new magical item. I also really like the true hero feel that the game gives to player characters.

For magic, I will be dropping the magic system within Iron Heroes and replacing it several other systems: True Sorcery by Green Ronin and Tome of Magic by WotC. True Sorcery will handle the primary magical styles/forms in my world. I intend to make several Spellcasting classes to fit the system into my world and to define the various magical archtypes. These classes will all have access to spells in addition to some class features to emulate their archtype. I also want to include the three forms of magic from the Tome of Magic into the world as well: Pact Magic, Shadow Magic, and True Name magic.

I also intend to use the Magic of Incarnum book by WotC. In fact the story I am currently brainstorming makes the material in this book a big part of the campaign's plot. I want the heroes to unless Incarnum on the world (or rather re-release). The story will invlove them being convinced, tricked into, or bought into opening the pandora's box.

The last peice is I intend to create the campaign as a desert Persian/Egyptian themed one. I do have the boxed set for Egyptian Adventures: Hamunaptra by Green Ronin and will probably take some inspiration from that source. I also have the Sandstorm book from WotC. I'll probably be wanting to have some seafaring as well, so I'll be picking up the Stormwrack book soon.

That the general ideas I have at the moment....more to come, including the campaign overview I've been conceiving.
 

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True Sorcery was like reading a textbook, a very dry and boring one at that. Magic systems that let you "build" spell effects are very noble in their intent but I just don't think they are very practical in practice. They are just too cumbersome and there are too many variables.

I prefer to use the Grim Tales magic system and keep the control of the spells in the campaign up to the GM. Keeping the magic spell-based (whether it's spells/day, mana points, spell burn, etc) allows the game at the table to keep moving.

On the GM side, you can use whatever source you want to create or find spells (check out the d20 Cthulhu book and Conan for some cool spells). But for a low-magic campaign, you are better off introducing new spells at your own pace and on your own terms. That way you can tailor the feel and style of magic to your choosing.
 

GlassJaw said:
True Sorcery was like reading a textbook, a very dry and boring one at that. Magic systems that let you "build" spell effects are very noble in their intent but I just don't think they are very practical in practice. They are just too cumbersome and there are too many variables.

I actually like the system and it emulates magic exactly how I want it to be.
 

For setting: you may find the Tales of the Caliphate Nights setting extremely useful for some flavor, background and insight into a persian-fantasy RPG. You may even find yourself simply using the setting.
It is based upon the True20 system, but given the excellence of that ruleset I don't consider that to be a drawback.

For magic: You'll want to examine the Truename appendix, obviously.
I'm going to suggest that you borrow a page from the Dreaded Sorcerer and don't allow your PCs to have access to all forms of magic. Not only will this keep certain types new, interesting and frightening, it will allow you to adapt and use them in the ways needed for your story rather than by a set of rules that your players can also manipulate.

What magics you should allow them to command depends upon a few setting-based questions. Questions that you have yet to provide a real basis for.

For system: Iron Heroes is an excellent choice. If you're interested, the errata is available here and the official forums (complete with a fully empowered answerer of questions) is here. You don't need any of that stuff to play it but I mention it because it may be very helpful.

If you don't have them yet, you'll want to pick up Mastering Iron Heroes and the Iron Heroes Bestiary. The first has lots of tips on zones, NPCs (including Villain Classes), environments, experience and magic items. It's all included to help you get the tone of game you want. (That 'you' would apply as much in the particular as the general in this case.) The second product is a monster manual with monsters of various qualities and CRs; what makes it absolutely worth getting are the three villain classes it includes (Champion, Hell Knight and Demonic Minion). The other creatures are interesting and fun but the villain classes are what keep you from ever regretting the purchase.

For story: Before I give any other advice, I feel the need to give you a probably unnecessary warning. Do not get so caught up in a plot that you railroad the players. Half the fun of running anything is reacting to the choices and decisions of the party. (That's also most of the headaches. ;) )

To know where you want to go, you have to think about where you've been. Have your players unleashed a mystical plague that ravaged the world until they solved it? Would they have fun with that sort of game?
Do various members of the group need combat, investigation, politics, haggling, socializing or any other type of adventure? If they need such elements to maintain their fun and interest then you need to include such elements.
Has your party actually saved a world? Have they been the only line between salvation and destruction? Would they want to be?
These and similar questions are all very important when considering a new campaign with an established group. I hope some of this was helpful and that I can be of further help.
 

Having gotten to use True Sorcery in play a bit, I think it works out pretty well. Just make sure any players using it, know what they are getting into and right down their base spell effects ahead of time.
 

Soul said:
Having gotten to use True Sorcery in play a bit, I think it works out pretty well. Just make sure any players using it, know what they are getting into and right down their base spell effects ahead of time.

I helps greatly to have a bunch of often used effects statted out ahead of time.

For example, you can have something like this written down for Create Energy (Fire):

Ray of Fire, DC 18, 1d6 damage (+1d6 = +5 DC), ranged touch 10 ft range (+10 ft. = +1 DC).

Burst of Fire, DC 20, 1d6 damage (+1d6 = +5 DC), 10 ft range (+10 ft. = +1 DC), 5 ft radius burst (+5 ft = +5 DC).

Cone of Fire, DC 24, 1d6 damage (+1d6 = +5 DC), 10 ft cone (+10 ft. = +6 DC).

A crib sheet of spells like this really speeds up play.
 

Having read your criteria, the only thing I know for sure is that I want you to move to Boston to run your game for me. :D

~Qualidar~
 
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