If for some reason you are moved to post something regarding this campaign, please do so in the following thread to keep this clean and easy to read. just reference the post number.
http://www.enworld.org/forum/plots-...mments-suggestions-critiques.html#post5310132
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I've decided that I'm going to make an attempt at chronicling the DnD 4E campaign I'm running. We've completed 3 sessions so far so I'll have a bit of catching up to do. Perhaps this can also generate some feedback from more experienced DM's. Perhaps i'll get some ideas on future content. Perhaps i'll grow bored of it <shrug>. We'll see.
Disclamer:
I'm neither an english major or a word-smith. So all following text is potentially dangerous to your mental health.
All material is subject to editing as I either realize what I forgot to say or how ridiculous that paragraph was constructed.
Status:
- I have never DM'd a role-playing game.
- (Most) of my players haven't played a DnD game since their teens
- We're (mostly) 30-ish. We all have either kids or active social lives. I am inviting 8 people to participate with the goal of having at least %50 attend on a given night.
- We play every 2 or 3 weeks.
- We start at level 1
- We are not heavy RP'ers. We just enjoy playing games. Maybe the RP wil develop in time. It seems weird now. We'll never get to the point where the PC's are acting (i think). We'll see.
- My wife works evenings at Target. When this happens on a game day I have 2 children (6 and 2) and one new puppy to be in charge of (games start after bed-time).
PC's:
Untote the Assasion - played by Nate
Bane the Wizard - Played by my brother Brandon
Asteria the Bard - played by Casi
Rhizar the Warlord - Played by The RZA (ok his name is jim but we call him the RZA)
Agravaine the Ranger - Played by Jim
Shadowlander the Druid - Played by Dan
Krelnick the Rogue - Played by Mark
Gwerith the Battlemind - Played by Tyler (as of session 3)
So that leaves us with:
Defenders: 1
Controllers: 2
Leaders: 2
Strikers: 3
DM's beliefs and/or mandates:
The world has to make sense to me. I can not cater the world to the PC's. I need that to remain interested in the game. The pc's are not the star of the show. The environment is not the star of the show. The PC's are in a grey-area where they have an opportunity to play the primary parts, but they can just as well end up with supporting roles (i.e. death).
I don't believe in wishlists. I am concerned about monstes at later levels being constructed with the idea that a PC will have a number of magic items as deem 'normal' by the DMG. I don't believe in smushing magic items in either when it won't make sense. what if they fight animals for 8 encounters? <shrug> anyways I have come up with a work-around. I am going to devise my own 'boons' to give to the players periodically. These will be more akin to magic items then the boons outlined in the DMG2. These will be somewhat decided upon by the PC.
Super-easy/cheesy example: The cleric has a dream when he sleeps. 3 angels hold out a hand to him. in their other hands they hold a shield, a holy standard, and a vial. Whose hand do you grab? Then that leads to a pre-determined benefit similar to a magic-item. They'll probably end up being more abstract so there's more fun in doing it (the mystery will be appreciated) but there you go.
I hope to include many silly easter-eggs. I suppose I won't mention them. Better that way...makes sure you don't know if I fail miserably.
Campaign basics:
Many details are going to be filled in when they must. Primarily because they are so far away from where the PC's are. However the main premise:
An alchemists shop in the city of Organo is constructed in a space where the veil to the Far Realm is worn thin. Fell taints have passed through and further weakened the veil. Also they attract a gibbering orb who passes through and sets up 'shop' in this alchemists work area. The orb will have to be reconstructed as a stock one is way too powerful(*). The choice of using the orb comes about because it makes sense (as you'll see) and I wanted something that was exciting for me as I'm normally a player. Gibbering orbs are just too cool and it helps to keep my interest level up. The gibbering orb infiltrates the mind of the alchemist who is a person of intense charisma. A cult will be formed. the alchemists talents are used to create a potion that transforms humanoids into foul-spawn. The 'children' of the gibbering orb (which will be perceived by the cult as the beautiful white light, or the 'father', what-have-you) are meant to be unleashed to crush the cities inhabitants, and rebuild it into a 'paradise'. This potion is created with a local hallucinogenic drug, but of course intensifying it immensely.
there are many other facets at play but better to just go over it when it comes up. The PC's will get sniffs of this as they play but this storyline will be in the background much of the time until they approach the end.
* - for now I plan on keeping the orb very powerful and finding a story-line where special, one-use items are constructed to help them overcome it (like massive psychic damage resistance). Also different 'players' in the city will take part in the final battle. Hopefully I can get them to equal the number of PC's so they can just pilot those NPC's when that time comes.
Another thing I want to do is give each PC a chance to really make a stamp on this new continent. Players who send me backstories will have their own private adventures constructed. We will play on scheduled days outside of normal game times. These games will be 1 on 1, occasionally allowing the player to take along a companion or 2 (other PC's). These adventures will provide no xp, just item and esoteric rewards.
So for example the rogue player will, via his personal quests, arrive to a point where he has the option to found his own gang or theives guild.
On party decisions i'm creating a homebrew formula for determing group direction. I've decided that since this is fantasy we're not going to lean on real-world persuasive skills to play a factor. We're going strictly off of charisma and number of other PC's in agreeance (is that a word?). Here is what I wrote to the players:
This formula is subject to change, however as it stands a player will roll 1d20 + (X)d8 where X is equal to the PC's charisma modifier. The higher number determines who was more persuasive, the player can determine in what context (bluffing, intimidations, smooth-talking, etc.) for RP purposes. I'm going to start with d8 as it gives a pretty hefty bonus to someone with a +2 bonus over another. That is my baseline 'big' advantage. All persons who agree on a course of action will add their scores together.
http://www.enworld.org/forum/plots-...mments-suggestions-critiques.html#post5310132
***********************************
I've decided that I'm going to make an attempt at chronicling the DnD 4E campaign I'm running. We've completed 3 sessions so far so I'll have a bit of catching up to do. Perhaps this can also generate some feedback from more experienced DM's. Perhaps i'll get some ideas on future content. Perhaps i'll grow bored of it <shrug>. We'll see.
Disclamer:
I'm neither an english major or a word-smith. So all following text is potentially dangerous to your mental health.
All material is subject to editing as I either realize what I forgot to say or how ridiculous that paragraph was constructed.
Status:
- I have never DM'd a role-playing game.
- (Most) of my players haven't played a DnD game since their teens
- We're (mostly) 30-ish. We all have either kids or active social lives. I am inviting 8 people to participate with the goal of having at least %50 attend on a given night.
- We play every 2 or 3 weeks.
- We start at level 1
- We are not heavy RP'ers. We just enjoy playing games. Maybe the RP wil develop in time. It seems weird now. We'll never get to the point where the PC's are acting (i think). We'll see.
- My wife works evenings at Target. When this happens on a game day I have 2 children (6 and 2) and one new puppy to be in charge of (games start after bed-time).
PC's:
Untote the Assasion - played by Nate
Bane the Wizard - Played by my brother Brandon
Asteria the Bard - played by Casi
Rhizar the Warlord - Played by The RZA (ok his name is jim but we call him the RZA)
Agravaine the Ranger - Played by Jim
Shadowlander the Druid - Played by Dan
Krelnick the Rogue - Played by Mark
Gwerith the Battlemind - Played by Tyler (as of session 3)
So that leaves us with:
Defenders: 1
Controllers: 2
Leaders: 2
Strikers: 3
DM's beliefs and/or mandates:
The world has to make sense to me. I can not cater the world to the PC's. I need that to remain interested in the game. The pc's are not the star of the show. The environment is not the star of the show. The PC's are in a grey-area where they have an opportunity to play the primary parts, but they can just as well end up with supporting roles (i.e. death).
I don't believe in wishlists. I am concerned about monstes at later levels being constructed with the idea that a PC will have a number of magic items as deem 'normal' by the DMG. I don't believe in smushing magic items in either when it won't make sense. what if they fight animals for 8 encounters? <shrug> anyways I have come up with a work-around. I am going to devise my own 'boons' to give to the players periodically. These will be more akin to magic items then the boons outlined in the DMG2. These will be somewhat decided upon by the PC.
Super-easy/cheesy example: The cleric has a dream when he sleeps. 3 angels hold out a hand to him. in their other hands they hold a shield, a holy standard, and a vial. Whose hand do you grab? Then that leads to a pre-determined benefit similar to a magic-item. They'll probably end up being more abstract so there's more fun in doing it (the mystery will be appreciated) but there you go.
I hope to include many silly easter-eggs. I suppose I won't mention them. Better that way...makes sure you don't know if I fail miserably.
Campaign basics:
Many details are going to be filled in when they must. Primarily because they are so far away from where the PC's are. However the main premise:
An alchemists shop in the city of Organo is constructed in a space where the veil to the Far Realm is worn thin. Fell taints have passed through and further weakened the veil. Also they attract a gibbering orb who passes through and sets up 'shop' in this alchemists work area. The orb will have to be reconstructed as a stock one is way too powerful(*). The choice of using the orb comes about because it makes sense (as you'll see) and I wanted something that was exciting for me as I'm normally a player. Gibbering orbs are just too cool and it helps to keep my interest level up. The gibbering orb infiltrates the mind of the alchemist who is a person of intense charisma. A cult will be formed. the alchemists talents are used to create a potion that transforms humanoids into foul-spawn. The 'children' of the gibbering orb (which will be perceived by the cult as the beautiful white light, or the 'father', what-have-you) are meant to be unleashed to crush the cities inhabitants, and rebuild it into a 'paradise'. This potion is created with a local hallucinogenic drug, but of course intensifying it immensely.
there are many other facets at play but better to just go over it when it comes up. The PC's will get sniffs of this as they play but this storyline will be in the background much of the time until they approach the end.
* - for now I plan on keeping the orb very powerful and finding a story-line where special, one-use items are constructed to help them overcome it (like massive psychic damage resistance). Also different 'players' in the city will take part in the final battle. Hopefully I can get them to equal the number of PC's so they can just pilot those NPC's when that time comes.
Another thing I want to do is give each PC a chance to really make a stamp on this new continent. Players who send me backstories will have their own private adventures constructed. We will play on scheduled days outside of normal game times. These games will be 1 on 1, occasionally allowing the player to take along a companion or 2 (other PC's). These adventures will provide no xp, just item and esoteric rewards.
So for example the rogue player will, via his personal quests, arrive to a point where he has the option to found his own gang or theives guild.
On party decisions i'm creating a homebrew formula for determing group direction. I've decided that since this is fantasy we're not going to lean on real-world persuasive skills to play a factor. We're going strictly off of charisma and number of other PC's in agreeance (is that a word?). Here is what I wrote to the players:
This formula is subject to change, however as it stands a player will roll 1d20 + (X)d8 where X is equal to the PC's charisma modifier. The higher number determines who was more persuasive, the player can determine in what context (bluffing, intimidations, smooth-talking, etc.) for RP purposes. I'm going to start with d8 as it gives a pretty hefty bonus to someone with a +2 bonus over another. That is my baseline 'big' advantage. All persons who agree on a course of action will add their scores together.
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