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The coolest campaign idea (you never used)
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<blockquote data-quote="painandgreed" data-source="post: 1797673" data-attributes="member: 24969"><p>Morrow Project/D&D </p><p>Morrow Project is an old game where the characters are people put into suspended animation meant to wake up five years after a nuclear war to rebuild. For reasons I won't go into, they don't end up waking till 200 years after. Although heavily armed, combat was very deadly so a hit from a black powder musket or even an arrow could kill, so the point wasn't combat so much as befriending the locals, forming relationships, and actually doing the job you were supposed to do by helping to rebuild civilization. I decided to drop one of these groups into a D&D world and even told them we were playing Morrow Project with some rules mods (This would be so easy with all the modern d20). They beleived me past the first encounter where they saved a traveller (NPC mage party member) from bandits since they didn't speak the local language. However, when they came over the hill and saw some knights trying to capture/kill a unicorn, they figured out they weren't in Kansas anymore. (that was also the last time we played)Although they were armed with modern weapons, they had no melee weapon proficincies or even the ability to speak the language. As their ammo ran out, they'd have to aclimate to the local setting. Again, the point wasn't combat but role playing their characters, making friends and alliances, and if they weren't careful, by time they figured out what was going on, they'd be down to everybody elses level.</p><p></p><p>What was going on is that the gods were playing a game. Both the good gods and the evil gods got to pick a limited number of people or creatures from other planes and worlds and put them into this one to influence the way the world went. From the US fighter pilot that had become a nobel in the country to the SS unit working for the evil wizard. As it was the desitiny of these chosen few to alter the shape of the world, they not only had to hunt down and neutralize the evil ones, but actually do good themselves.</p><p></p><p>Red Wizards of Thay</p><p>Idea is that one of the characters is the grandson of a deceased, yet great, Red Wizard. Now that he is of age and a magic user, and old adventuring partner, A halfling, of his grandfather's says that his grandfather has left treasure and magic items for his decendants if they prove themselves. The ha;fling gives them a map to a dungeon to clear out. Thing is that they're 1st level and the dungeon is about 4th level as the halfling actually works for the characters uncle who wishes to be the only controling member of the family fortune. They'd actually get a few levels before reaching the dungeon but it should still be hard enough for them to figure out it was a set up. From there they are in the politics of Thay simply because of who the character is a decendant of and that they are allied with him. Planned on playing many of the adventures form the Red Wizards FR book from the Red Wizards side. it would be up to the characters to help or hinder the invasion of fire elementals or undead into neighboring nations. Of course, even aiding one Red Wizard would mean making enemies of others and it would be up to the players to pick the right side of the various plots or come up with their own in an attempt to become a powerful and feared Red Wizard of Thay.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 1797673, member: 24969"] Morrow Project/D&D Morrow Project is an old game where the characters are people put into suspended animation meant to wake up five years after a nuclear war to rebuild. For reasons I won't go into, they don't end up waking till 200 years after. Although heavily armed, combat was very deadly so a hit from a black powder musket or even an arrow could kill, so the point wasn't combat so much as befriending the locals, forming relationships, and actually doing the job you were supposed to do by helping to rebuild civilization. I decided to drop one of these groups into a D&D world and even told them we were playing Morrow Project with some rules mods (This would be so easy with all the modern d20). They beleived me past the first encounter where they saved a traveller (NPC mage party member) from bandits since they didn't speak the local language. However, when they came over the hill and saw some knights trying to capture/kill a unicorn, they figured out they weren't in Kansas anymore. (that was also the last time we played)Although they were armed with modern weapons, they had no melee weapon proficincies or even the ability to speak the language. As their ammo ran out, they'd have to aclimate to the local setting. Again, the point wasn't combat but role playing their characters, making friends and alliances, and if they weren't careful, by time they figured out what was going on, they'd be down to everybody elses level. What was going on is that the gods were playing a game. Both the good gods and the evil gods got to pick a limited number of people or creatures from other planes and worlds and put them into this one to influence the way the world went. From the US fighter pilot that had become a nobel in the country to the SS unit working for the evil wizard. As it was the desitiny of these chosen few to alter the shape of the world, they not only had to hunt down and neutralize the evil ones, but actually do good themselves. Red Wizards of Thay Idea is that one of the characters is the grandson of a deceased, yet great, Red Wizard. Now that he is of age and a magic user, and old adventuring partner, A halfling, of his grandfather's says that his grandfather has left treasure and magic items for his decendants if they prove themselves. The ha;fling gives them a map to a dungeon to clear out. Thing is that they're 1st level and the dungeon is about 4th level as the halfling actually works for the characters uncle who wishes to be the only controling member of the family fortune. They'd actually get a few levels before reaching the dungeon but it should still be hard enough for them to figure out it was a set up. From there they are in the politics of Thay simply because of who the character is a decendant of and that they are allied with him. Planned on playing many of the adventures form the Red Wizards FR book from the Red Wizards side. it would be up to the characters to help or hinder the invasion of fire elementals or undead into neighboring nations. Of course, even aiding one Red Wizard would mean making enemies of others and it would be up to the players to pick the right side of the various plots or come up with their own in an attempt to become a powerful and feared Red Wizard of Thay. [/QUOTE]
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