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My "Thieves Guild" Campaign
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<blockquote data-quote="Azlan" data-source="post: 2676601" data-attributes="member: 2340"><p>I'm a veteran DM, with a group of six mature (if not veteran) players. Having just finished a Forgotten Realms "Defenders of the Dalelands" campaign, we're starting a new campaign. This time, we thought we'd do something different. This <em>entire</em> campaign will take place in a fantasy Renaissance city-state. Emphasis in this campaign will be more on intrigue, subterfuge, mystery, and interaction with NPC's, and less on combat and exploration, compared to typical D&D campaigns.</p><p></p><p>I'm using an old classic, "The Free City-State of Haven", as the source material. It's 500+ pages of written material and illustrations. (That is, with the original boxed set and with all the expansions, which I have.) There's more than enough source material here to provide for an entire campaign set in this city-state. It includes a poster map of the city, which is a pretty common inclusion in a package like this. What is not so common, here, is the included series of detailed map enlargements printed on 8.5"x11" cardstock that, if laid out end-to-end, would cover the floor of a small room.</p><p></p><p>Each and every player character will have at least a level of rogue. One or two of the player characters will be pure rogue, while others will be various combinations of rogue/fighter, rogue/cleric, rogue/wizard, etc. One character will even be combining his levels of rogue with levels of a variant "urban" ranger.</p><p></p><p>I think my group is mature enough to handle such a campaign without it devolving into backstabbing and anarchy. All the players in this group are in the age range of 30-40. Half the group members are male; the other half, female. (My wife plays, and there is another married couple who plays. The 3rd female is single but engaged to be married.) We already weeded out any malcontent or otherwise trouble-making players, quite some time ago.</p><p></p><p>In the previous campaign, the players were quite cooperative and easy-going with one another, and I don't expect that to change a whole lot, even with this "Thieves Guild" campaign. So far, no one is creating a player character with an evil alignment. (Most of them will be chaotic good or chaotic neutral.) Since this city-state has a degree of corruption, harshness, and unfairness very much like Dicken's London, the player characters will start out like a rag-tag group of Oliver Twists and Artful Dodgers, but will likely eventually become vigilantes and noble scoundrels.</p></blockquote><p></p>
[QUOTE="Azlan, post: 2676601, member: 2340"] I'm a veteran DM, with a group of six mature (if not veteran) players. Having just finished a Forgotten Realms "Defenders of the Dalelands" campaign, we're starting a new campaign. This time, we thought we'd do something different. This [I]entire[/I] campaign will take place in a fantasy Renaissance city-state. Emphasis in this campaign will be more on intrigue, subterfuge, mystery, and interaction with NPC's, and less on combat and exploration, compared to typical D&D campaigns. I'm using an old classic, "The Free City-State of Haven", as the source material. It's 500+ pages of written material and illustrations. (That is, with the original boxed set and with all the expansions, which I have.) There's more than enough source material here to provide for an entire campaign set in this city-state. It includes a poster map of the city, which is a pretty common inclusion in a package like this. What is not so common, here, is the included series of detailed map enlargements printed on 8.5"x11" cardstock that, if laid out end-to-end, would cover the floor of a small room. Each and every player character will have at least a level of rogue. One or two of the player characters will be pure rogue, while others will be various combinations of rogue/fighter, rogue/cleric, rogue/wizard, etc. One character will even be combining his levels of rogue with levels of a variant "urban" ranger. I think my group is mature enough to handle such a campaign without it devolving into backstabbing and anarchy. All the players in this group are in the age range of 30-40. Half the group members are male; the other half, female. (My wife plays, and there is another married couple who plays. The 3rd female is single but engaged to be married.) We already weeded out any malcontent or otherwise trouble-making players, quite some time ago. In the previous campaign, the players were quite cooperative and easy-going with one another, and I don't expect that to change a whole lot, even with this "Thieves Guild" campaign. So far, no one is creating a player character with an evil alignment. (Most of them will be chaotic good or chaotic neutral.) Since this city-state has a degree of corruption, harshness, and unfairness very much like Dicken's London, the player characters will start out like a rag-tag group of Oliver Twists and Artful Dodgers, but will likely eventually become vigilantes and noble scoundrels. [/QUOTE]
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