Players: Your Dream Campaign?

If I had my choice DM it would be the guy from my last player campaign, genuis at work. I wouldn't even care about the world,rules and such because he was such a good DM that he could probably even make the harry potter world fun for me.
 

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I prefer a gritty--torch flickering in the dark--campaign. If the DM was super good, I would love to see all the game rules put into play seamlessly, but wrapped in a story so interesting that the rules just flow in the background (but I still know the rules are running like gears behind the scenes). It's hard to explain.

Plus, I want to be able to make good use of my non-combat related skills in play more often as well...so that my ranks in appraise, for example, mean something.
 

A swashbuckling, pirate campaign. With lot's of chandeleir/rope swinging, and a great port city.

Rules wise I'd like magic to not include any flashy/explosive magic. Only necromancy, divination, enchantment and illusion. And no healing magic.
 

The_Gneech said:
Me: Low-level urban swords-and-sorcery, rogues involved in heists and hijinks in and around a wretched hive of scum and villainy, a la Lankhmar, Arenjun, or Sanctuary, with occasional forays off to foreign lands in search of fabled treasures. Double points if the city is a seaport, allowing for piratey goodness and opportunities to sail off for adventure.

-The Gneech :cool:

Can I play?
 


The_Gneech said:
IMe: Low-level urban swords-and-sorcery, rogues involved in heists and hijinks in and around a wretched hive of scum and villainy, a la Lankhmar, Arenjun, or Sanctuary, with occasional forays off to foreign lands in search of fabled treasures. Double points if the city is a seaport, allowing for piratey goodness and opportunities to sail off for adventure.

That's very much what the Crescent City campaign I ran was - a large wodge of it made its way into Drow War I. I was heavily into Thief (Dark Project and Metal Age) at the time, so created multiple rogues' guilds who were feuding over the same city rather than a single monolithic one, which ensured much duggery of skulls. Great fun.

Trouble is, that's much the kind of game I'd like to PLAY in, too. Something where you work up from the very lowest gutters and achieve notoriety by the end of it. Plenty of crime and prison breaks and turf wars. Lots of high-risk, high-tension, lock-stock-and-a-fistful-of-bat-guano stuff. With a Fafhrd and Mouser approach to what one does with one's riches.
 

A grand travelogue-style campaign across the Planescape setting, getting involved in everything from a low-level start in Sigil right up to becoming (or thinking we've become) movers-and-shakers in factions, the Blood War, et cetera. I want treachery, I want sense-of-wonder philosophy and vistas, I want it to feel like a mad scientist's cross between Unknown Armies and Planescape.
 

well for me it would be more about rules changes than anything...as much as I love D&D it has a lot of things that drive me crazy and tend to interfere with my character ideas.

As far as campaign style, it would probably be more defined by what I dont like. I'm not real big on including advanced technology and the like. Don't care much for psionics. And I'm getting increasingly tired of the extreme dominance of religion and "divine" stuff in D&D

Some horror elements would be nice, along with maybe a bit of Lovecraftian feel. I tend to have a thing for stopping the opening of dimensional gateways to terrible realms beyond and the like..
 

An Eberron swashbuckling pulp action, where dashing a dashing hero with a troubled past meets up with the gnomish version of Indiana Jones, a changeling sorceress with a larcenous streak, and a jaded dwarven paladin. There will be high speed chases around the towers of sharn in skycoaches, fights inside of flaming airship docks, excursions to hidden crypts under Zilspar, travel to exotic locations...
 

A well thought through and deeply detailed campaign setting.

An epic plotline that involves the characters backstories and makes the characters feel like integral parts of the campaign, and aspects of the campaign tailored to each PC's preferences as well as the GM's strengths and weaknesses.

Low magic and low level to begin, slowly rising to high level and mid-magic over a duration of greater than a year. Make each magic item at least a little unique: no "generic +1 Swords".

Magic is rare enough that wizards are feared and mysterious and spellcasting clerics command the awe of the people and nobody just expects Raise Dead spells to be easily available.

At least a little planar action later in the game. Touch on some elements of high fantasy and get a feeling of awe and wonder at the multiverse.

Cinematic action that makes the PC's feel heroic.

A GM who is an expert on the rules and hardly ever has to look up things to make a rules call, but knows when to not let the rules get in the way of fun.

A group of fellow gamers who I can get along well with, and can game for stretches (sessions ideally reaching 6+ hours).

A venue for the game that is comfortable, open all hours, air conditioned for the summer and heated for the winter, a nice big table with plenty of sturdy and comfortable chairs to game in.
 

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