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Tribal themed Campaign, would like a few opnions

SouthernPride

First Post
Ok, I'm putting togeather the foundation for a campaign in which all the players are part of the same Tribe, I plan on running the first couble sessions so that the guy DMing can get an idea of how to handle things since he has had very little experiance DMing.

First thing I'm wanting to do is limit the classes that the players can choose from. Barbarian is a definate, but I'm really wondering about the Ranger, cause my idea of a ranger and the decription in the DMG are WAY different, I simply see the Ranger as a hunter and a tracker/scout, but the DMG describes them as protectors of civilization on the frontier.

I'm using Monte's Ranger w/o spells and Animal Friendship as a loose Extrordinary Ability for those that wish to pursue it.

Do you think this will pose any problems?

Secondly, I'm looking to somewhat alter the Druid to fill the role of Shamans, I could use alot of help with this cause altering spell casting classes can be tricky (for me atleast).

Any help would be great, give you opnions please...good or bad.

EDIT: Available races are Human and Half-Elf(Wild). Possibly Half-Orc. Maybe others if the player had a decent background to support it.
 
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Need more info!

"Tribal' can mean a lot of things and in doing so range from extreeme primitive 'cave-man' types through your to more advanced 'Vikings'

Me I run a Polynesian setting in which PCs are all members of the same village/tribe.

Races - Human, Half-elf, Half-orc*, Gnome (because I like them)
NO Dwarfs, Elves are NPC only +1ECL
*Half-Orcs are human throwbacks and not actually 'half' Orcish

Classes
Fighter, Barbarian, Ranger (Hunter/Fisherman), Mariner (Fighter trained in seamanship), alt.Paladin*, PrC Beastrider**

Cleric, Shaman, Scorcerer, Navigator***, alt.Expert****, Bard

* alt.Paladin: Fighters possessed by a Beast (Shark, Boar) Spirit (usually the Clan 'War god') who imbues their 'vessel' with power - a PrC
**Beastriders gain the ability to ride on the backs of megafauna (eg whales)
***A specialist Sea Priest, Ships Navigator
**** Expert is given bonus feats and abilities to PC status


ADVICE
1. Ignore the Core book 'fluff' if you want your Ranger to be a hunter then thats exactly what it is.
2. Experts are an IMPORTANT class for tribal cultures
3. In a Tribal/Village setting NPCs are important - make sure that the PCs have details on their family members, friends and acquaintances and also HOW they know each other
4. PCs are tribal 'Champions' and ALSO have responsibilities to their clans
5. Everything is overseen by Spirits, so make PCs give thanks and placate the Spirits everytime they set out to do something (depending on your game religion of course)
6. Make sure your adventures are designed to benefit 'others' - (the clan, the cheif etc) Clan PCs can not be 'independent adventurers' (however they can go and fight the forces of evil threatening the village)
7. Use a Barter Economy (apparently the Slaine RPG has rules for this)
8. Limit weapon types, but if EVERYONE is of the same technology don't bother with changing weapon stats. If they do encounter more advance weapons eg Steel Swords then just count the Steel as Masterwork
9. Do not equate Primitive to Stupid. Tribal Civilisations are just as creative and innovative as any other
10. Check out the Slaine RPG
 

hey SouthernPride,

rangers - i think you should use rangers in any way you wish, they don't have to be 'protectors of the wild' in your campaign. they can still be stalker/hunter types if you want them that way. i personally don't find their (or Monte's ranger's) spellcasting abilities that big a deal.

druid - why not keep druids the way they are, and add in clerics of gods of nature (or war, etc. to go along with the barbarians)?

unless your going to limit spellcasting, you may also want to allow sorcerers as well (since they're not a learned spellcaster like a wizard is). even bards could be more of an ode, story-telling, war drum playing skald than a lute playing minstrel (know what i mean?).

i think you should feel free to adapt any of the PC classes any way you like. hope these suggestions help a little
 

i would agree with Tonguez that expert is an important class -for NPCs. i wouldn't disallow rogues, though. again, going with the flavor of the campaign, a rogue has the opportunity to be a great stalker/hunter (move silent, hide, sneak attack) as well as diplomat (diplomacy, sense motive, bluff) and sentry (spot, listen). a rogue in this setting just wouldn't be designed, neccessarily, as a dungeon delving thief.

a human rogue (2 feats at first level) with Track and a 'favored enemy' -type feat (there's one in FR-i don't remember the name) would essentially be a ranger with no animal class skills or spells (and no front-loaded two-weapon thing happening, either :) )
 

Tonguez: Need more info!

Well, It's a Village in the colder northern regions of the continent, and the tech level would be that of the Germanic Tribes around the time they were conquored by the Roman Army.

The main adversaries of the campaign will be rival clans and lower CR monsterous humanoids (Orcs, Goblinoids, etc.)

Definate Races that PC's could choose:
Humans and Half-Elves
Races that would be allowed w/ a good background:
Wild Elf (FRCS), Wood Elf (FRCS), Half-Orc, possibly others.

Definate classes so far are:
Barbarian, Druid, Expert, Ranger (Monte's), Rouge* and Sorcerer
*w/ limits on starting class skills.

The only thing keeping me from using the cleric too is that i dont really see its place as a religous leader with the druid, but on the other hand the Clerics do fit the role of war leaders and the all around feel w/ domains and such, has anyone tried to do a Druid/Cleric hybrid? Such as a Druid w/ Domains and no weapon restrictions?
 
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I don't think you'd hurt balance much by eliminating the druid's weapon restrictions. I wouldn't add in domains though. Druids are a strong enough class without them. What I would change is the flavor text of the druid. They shouldn't have to be hippie tree hugging nature priests if they're the spiritual leaders of a warrior tribe. Instead, they should become the village wise man or favored of the gods whose magic foretells the future and enables them to take the forms of animals.

I also noticed one key class missing from your class list: bard.

If you're going for a germanic/norse feel then bard is an essential class. You just need to forget the lutes, dulcimers, rapiers, and perfumed foppery that are normally associated with the class. Give them proficiency in battle axe and short spear (as well as the normal proficiencies) and have them take perform skills like (epic boasts, saga, etc). Also, either modify the spell list or convince your players to take spells appropriate to the millieau and they'll fit perfectly. Inspiring courage and greatness seem like a key part of that world.
 



i think armor and weapons should be limited, but that would be based on availability. the tribe's smith would never create full plate armor if no one ever used it. this might be especially true if metals for armors and weapons were in a limited supply (like the tribe had to trade for it, and wasn't mining it themselves).
 

Thats exactly whats going on, here's my list of Available Armors, lemme know what you think

Available Armor*: Padded Armor, Leather Armor, Studded Leather, Hide Armor, Scale Mail, Splint Mail

I considered Chain, but didnt think it would really fit the setting.

I also restricted some weapons, mainly regional stuff, Falchion, Oriental weapons, Scimitar, and Crossbows.
 
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