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Recommendations for a "Witcher" style campaign
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<blockquote data-quote="TheSword" data-source="post: 8192087" data-attributes="member: 6879661"><p>To be clear Horwarth is talking about the Epic 6 rules. They are good in principle, however when we ran that system we found it became quite dissatisfying to no longer progress substantially (this was in pathfinder). It just took some of the fun out of the game.</p><p></p><p>My honest opinion if this is what you’re looking for, you’re best running a campaign expecting it to end at 9th level which it seems a lot of campaigns don’t get much further than that anyway.</p><p></p><p>For a Witcher style game I’d break it down into the following key areas.</p><p></p><p>- <strong>Myth</strong>: Everyone should have a rumour to tell and everything should have a rumour about it from the Beast of Bodwin to the Innkeepers wife. (At least one rumour should be that they’re the same person)</p><p></p><p>- <strong>Power does not equal Heroic:</strong> Adventurers are rare, and often not what they seem - sometimes worse than the problems they solve. Magic causes more problems than it solves and more elementals have been unleashed on the land by foolish/unscrupulous wizards than spells cast to help people. Sure the priest will heal your sick child but only if you convert to his extremely exacting faith and pay your tithe of 20% of everything you have (not much). The powerful (higher level) use that power to take advantage of people without it.</p><p></p><p>- <strong>Monsters</strong>: change the MM liberally. Really think about the ecology of monsters. Less is more. Pick the weirdest monsters and then make sure the party hear lots of rumour about them.</p><p></p><p>- <strong>Big Monsters</strong>: Take several of your favourites and make them legendary. Give them additional abilities - make it the most basilisky-basilisk, with a poisonous stench, creepy parasites that drop off its scales and attack, and an effluence that’s killing all the local livestock. Then allow lots of clues to help identify these creatures, give clues as how they can be defeated and much more. Investigation and Perception skills should be highly useful.</p><p></p><p>- <strong>Get Crafting: </strong>I’d allow PCs to use poison rules - particularly invented poisons to target certain creatures - wolfsbane reduction vs werewolves. Allow potions of resistance to be brewed with the right ingredients. Let knowledge nature lead to all sorts of discoveries.</p><p></p><p>- <strong>Make it Harsh</strong>: People are poor, scared and uneducated. Mainly because the rich, educated and confident go-getters have all left for elsewhere. When people haven’t got much what they do have becomes much more precious to them. People don’t have the luxury of heroism... that why they need true heroes. However don’t expect thanks, and don’t expect payment - beyond hospitality and local knowledge. People do what they can to survive and that means there’s a lot more neutral here than good. That self-interest in turn allows evil to thrive.</p><p></p><p>Consider using rules for slow healing, Lingering Injuries, and Massive Damage.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8192087, member: 6879661"] To be clear Horwarth is talking about the Epic 6 rules. They are good in principle, however when we ran that system we found it became quite dissatisfying to no longer progress substantially (this was in pathfinder). It just took some of the fun out of the game. My honest opinion if this is what you’re looking for, you’re best running a campaign expecting it to end at 9th level which it seems a lot of campaigns don’t get much further than that anyway. For a Witcher style game I’d break it down into the following key areas. - [B]Myth[/B]: Everyone should have a rumour to tell and everything should have a rumour about it from the Beast of Bodwin to the Innkeepers wife. (At least one rumour should be that they’re the same person) - [B]Power does not equal Heroic:[/B] Adventurers are rare, and often not what they seem - sometimes worse than the problems they solve. Magic causes more problems than it solves and more elementals have been unleashed on the land by foolish/unscrupulous wizards than spells cast to help people. Sure the priest will heal your sick child but only if you convert to his extremely exacting faith and pay your tithe of 20% of everything you have (not much). The powerful (higher level) use that power to take advantage of people without it. - [B]Monsters[/B]: change the MM liberally. Really think about the ecology of monsters. Less is more. Pick the weirdest monsters and then make sure the party hear lots of rumour about them. - [B]Big Monsters[/B]: Take several of your favourites and make them legendary. Give them additional abilities - make it the most basilisky-basilisk, with a poisonous stench, creepy parasites that drop off its scales and attack, and an effluence that’s killing all the local livestock. Then allow lots of clues to help identify these creatures, give clues as how they can be defeated and much more. Investigation and Perception skills should be highly useful. - [B]Get Crafting: [/B]I’d allow PCs to use poison rules - particularly invented poisons to target certain creatures - wolfsbane reduction vs werewolves. Allow potions of resistance to be brewed with the right ingredients. Let knowledge nature lead to all sorts of discoveries. - [B]Make it Harsh[/B]: People are poor, scared and uneducated. Mainly because the rich, educated and confident go-getters have all left for elsewhere. When people haven’t got much what they do have becomes much more precious to them. People don’t have the luxury of heroism... that why they need true heroes. However don’t expect thanks, and don’t expect payment - beyond hospitality and local knowledge. People do what they can to survive and that means there’s a lot more neutral here than good. That self-interest in turn allows evil to thrive. Consider using rules for slow healing, Lingering Injuries, and Massive Damage. [/QUOTE]
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