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Recommendations for a "Witcher" style campaign
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<blockquote data-quote="GlassJaw" data-source="post: 8190304" data-attributes="member: 22103"><p>I love the feel and tone of the Witcher. Honestly, I like my campaigns to trend that direction.</p><p></p><p>It's the classic "points of light" campaign. The world is scary and brutal with small "safe" zones interspersed.</p><p></p><p>You have two options for running dark & gritty setting: with "fluff" or rules. With fluff only, you don't change any rules; you instead describe and show the players how the world works: food is scarce, as are medical supplies, metal, weapons, etc. People are hesitant to trust and safety is not guaranteed. Magic is feared. Ravenloft and Thule are good examples here.</p><p></p><p>You can greatly limit the number of adventures, especially spellcasters, in the world. The PCs will be the rare excection, like The Witcher. When he walks into a town, it's an event. If the common folk learn that PCs can cast spells, they will be revered or feared, both of which will come with their complications. You can also limit certain spells that are available without changing any rules.</p><p></p><p>Using rules reinforces the grittiness of a setting: survival mechanics, tracking food, disease, light sources, fear, lifestyle, etc - but you can easily go down the rabbit hole.</p><p></p><p>Sources like AiME and Darker Dungeons are good starting points.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 8190304, member: 22103"] I love the feel and tone of the Witcher. Honestly, I like my campaigns to trend that direction. It's the classic "points of light" campaign. The world is scary and brutal with small "safe" zones interspersed. You have two options for running dark & gritty setting: with "fluff" or rules. With fluff only, you don't change any rules; you instead describe and show the players how the world works: food is scarce, as are medical supplies, metal, weapons, etc. People are hesitant to trust and safety is not guaranteed. Magic is feared. Ravenloft and Thule are good examples here. You can greatly limit the number of adventures, especially spellcasters, in the world. The PCs will be the rare excection, like The Witcher. When he walks into a town, it's an event. If the common folk learn that PCs can cast spells, they will be revered or feared, both of which will come with their complications. You can also limit certain spells that are available without changing any rules. Using rules reinforces the grittiness of a setting: survival mechanics, tracking food, disease, light sources, fear, lifestyle, etc - but you can easily go down the rabbit hole. Sources like AiME and Darker Dungeons are good starting points. [/QUOTE]
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