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Urban campaign and Bounty Hunter ideas...
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<blockquote data-quote="gamerprinter" data-source="post: 5379995" data-attributes="member: 50895"><p>Always working on one setting idea or another, often what I am home-brewing is not a setting I'm developing, but here's the last setting our group has been playing and I think it has potential as its own Adventure Path.</p><p></p><p>I posted what it was basically about in a thread in the General Forum that gives a good overview on what the setting is all about.</p><p></p><p></p><p></p><p>So what I need...</p><p></p><p><strong>A detailed city map</strong></p><p>Since the law of the city creates the need for a Bounty Hunter Agency allows the setting go even to high levels of play and still be pertinent, it is more unique than what could be possible in 'any city' where a bounty hunter organization exists. While the bounty hunter concept could easily be adapted to a different use. The value of this setting requires its own city.</p><p></p><p>Since I'm a cartographer, no big deal, though city maps are the most complicated and most work of any maps. I need to make a cool city map for my own purposes anyway, so I might as well do so with this project.</p><p></p><p><strong>Varying Power Bases</strong>...</p><p>To properly accomodate the city charter and law regarding criminal amnesty, several institutions need to be put in place to handle the wider ramifications.</p><p></p><p>1. A military judicial government in the form of a military noble line, being Lawful is a paramount element to fit the atmosphere of the town, though being a large city of disparate citizens and criminals in hiding, it is in fact a chaotic place with the attempted semblance of control.</p><p></p><p>2. A powerful military with the arcane arsenal to be able to deal with exotic extra planar threats.</p><p></p><p>3. Local law enforcement concerned with crimes committed in the city, not shepherding criminals in hiding attempting to escape justice. Because some of those criminals in hiding will be tempted to do crime, they will become entwined with local policing activities, so the police force must also be well arcanely equipped to deal with a variety of dangerous scenarios.</p><p></p><p>4. Ministry of Extraplanar Affairs - something like the state department, but has regular dealings with ambassadors and other representatives from the various extra-planar populations and concerns that exist in such a city. Aside from the expected wizard bureaucrats, they would be supported by their own 'agents' or black operatives to be competitive with any Bounty Hunters.</p><p></p><p>5. Extra planar residents - some of those receiving amnesty of their extra planar crimes, in relative safety become permanent residents of the community, taking on various positions of power that they might best fit. A marid for a Harbormaster for instance is one such former seeker of amnesty. (She was an important NPC in the campaign our home group played.)</p><p></p><p>6. Extra planar embasseys - often those obtaining the bounties for said fugitives by the various extra-planar embasseys throughout the 'bureaucrat' area of the city. They have representatives working closely with the bounty hunter agency, while maintaining their own spies and assassins to bypass local law and kill their quarry themselves.</p><p></p><p>7. A judiciary system that does not believe in capital punishment, rather extended periods of incarceration and labor. The prison system is managed by a priestly order of inmate keepers. Through diet and divine application inmates become ageless while in captivity, so they can fully serve sentences that might normally extend past their expected lifetimes. 500 year sentences can be adequetely served, without actually aging (perhaps at 10% rate for some cost.)</p><p></p><p>8. Prison capable of containing the wrathful powers of varying extra-planar inmates. For this reason, many of the varying extra-planar agencies have investments and technical advisors to help the prisons keep their inmates in captivity.</p><p></p><p>9. Varying factions like multiple crime syndicates, street gangs, mercantile companies, craft guilds, religious orders also compete or collaborate with bounty hunter activities.</p><p></p><p>The goal is to make complex, believeable, interwovan campaign of mulitple entities of a large and exotic city as the real setting the PC bounty hunters participate.</p><p></p><p><strong>Props</strong>:</p><p>Props - as in the homebrew, I think this campaign setting is great for gaming aid props, as I used many in the homebrew game, including: a page from the city charter in legalese that granted the rights for bounty hunters as a mechanism to manage the criminal immigrant population, a bounty hunter's license (an actual certificate with PCs name), Wanted Posters with illustrations of the 'wanted', details on his crimes, and amount paid. These would be great to include in a publication adventure path, don't you think?</p><p></p><p>Maps - not of every precinct, at least not in detail beyond the total city map, but specifc neighborhood/precincts as they appear among various bounties-missions made available in the adventure path. I am a cartographer so that is my strong suit. Precinct and specific encounter scale maps would be included for every quarry.</p><p></p><p><strong>Pathfinder specifics</strong>:</p><p></p><p>I don't want to invent any new classes for this, I think relying on the APG archetypes that currently exist plus its new classes seem most appropriate to fit the role of Bounty Hunters: Detective Bard, Inquisitor, Investigator Rogue, Urban Druid, and Urban Ranger. Perhaps an investigative flavor of sorcerer new archetype might fit as well.</p><p></p><p>The Bounty Hunter Agency is well defined, with an owner/operator, staff of experts and enforcers, a hierarchy, budget per bounty allotted, available special equipment available or can be crafted, operate as a hostel or barracks for the bounty hunters (but they will probably also maintain 'apartments' elsewhere in the city), as well as a training site. It will be specifically mapped.</p><p></p><p>New gadgets and magic items, perhaps new spells avoiding feats or other add-on rules, then focusing on statted targets for bounties of all levels. I could include enough NPCs for more than what a given party of bounty hunters could retrieve over a 20 level adventure path. Thus not a rail-road campaign, rather more sandbox, with choices for marks at every level.</p><p></p><p>The NPC stat sheets would include last known whereabouts, known hang-outs or at least which precinct in the city the individual should be located, and any other pertinent specifics. This gives the GM clues on how best to use him, and other than a few plothooks and larger storyline ideas, there are goals only and not a pre-set order of actuation in game (its more sand-boxy).</p><p></p><p>Thoughts? Would this make for an interesting campaign setting, and something that might be interesting enough to purchase/play?</p><p></p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5379995, member: 50895"] Always working on one setting idea or another, often what I am home-brewing is not a setting I'm developing, but here's the last setting our group has been playing and I think it has potential as its own Adventure Path. I posted what it was basically about in a thread in the General Forum that gives a good overview on what the setting is all about. So what I need... [B]A detailed city map[/B] Since the law of the city creates the need for a Bounty Hunter Agency allows the setting go even to high levels of play and still be pertinent, it is more unique than what could be possible in 'any city' where a bounty hunter organization exists. While the bounty hunter concept could easily be adapted to a different use. The value of this setting requires its own city. Since I'm a cartographer, no big deal, though city maps are the most complicated and most work of any maps. I need to make a cool city map for my own purposes anyway, so I might as well do so with this project. [B]Varying Power Bases[/B]... To properly accomodate the city charter and law regarding criminal amnesty, several institutions need to be put in place to handle the wider ramifications. 1. A military judicial government in the form of a military noble line, being Lawful is a paramount element to fit the atmosphere of the town, though being a large city of disparate citizens and criminals in hiding, it is in fact a chaotic place with the attempted semblance of control. 2. A powerful military with the arcane arsenal to be able to deal with exotic extra planar threats. 3. Local law enforcement concerned with crimes committed in the city, not shepherding criminals in hiding attempting to escape justice. Because some of those criminals in hiding will be tempted to do crime, they will become entwined with local policing activities, so the police force must also be well arcanely equipped to deal with a variety of dangerous scenarios. 4. Ministry of Extraplanar Affairs - something like the state department, but has regular dealings with ambassadors and other representatives from the various extra-planar populations and concerns that exist in such a city. Aside from the expected wizard bureaucrats, they would be supported by their own 'agents' or black operatives to be competitive with any Bounty Hunters. 5. Extra planar residents - some of those receiving amnesty of their extra planar crimes, in relative safety become permanent residents of the community, taking on various positions of power that they might best fit. A marid for a Harbormaster for instance is one such former seeker of amnesty. (She was an important NPC in the campaign our home group played.) 6. Extra planar embasseys - often those obtaining the bounties for said fugitives by the various extra-planar embasseys throughout the 'bureaucrat' area of the city. They have representatives working closely with the bounty hunter agency, while maintaining their own spies and assassins to bypass local law and kill their quarry themselves. 7. A judiciary system that does not believe in capital punishment, rather extended periods of incarceration and labor. The prison system is managed by a priestly order of inmate keepers. Through diet and divine application inmates become ageless while in captivity, so they can fully serve sentences that might normally extend past their expected lifetimes. 500 year sentences can be adequetely served, without actually aging (perhaps at 10% rate for some cost.) 8. Prison capable of containing the wrathful powers of varying extra-planar inmates. For this reason, many of the varying extra-planar agencies have investments and technical advisors to help the prisons keep their inmates in captivity. 9. Varying factions like multiple crime syndicates, street gangs, mercantile companies, craft guilds, religious orders also compete or collaborate with bounty hunter activities. The goal is to make complex, believeable, interwovan campaign of mulitple entities of a large and exotic city as the real setting the PC bounty hunters participate. [B]Props[/B]: Props - as in the homebrew, I think this campaign setting is great for gaming aid props, as I used many in the homebrew game, including: a page from the city charter in legalese that granted the rights for bounty hunters as a mechanism to manage the criminal immigrant population, a bounty hunter's license (an actual certificate with PCs name), Wanted Posters with illustrations of the 'wanted', details on his crimes, and amount paid. These would be great to include in a publication adventure path, don't you think? Maps - not of every precinct, at least not in detail beyond the total city map, but specifc neighborhood/precincts as they appear among various bounties-missions made available in the adventure path. I am a cartographer so that is my strong suit. Precinct and specific encounter scale maps would be included for every quarry. [B]Pathfinder specifics[/B]: I don't want to invent any new classes for this, I think relying on the APG archetypes that currently exist plus its new classes seem most appropriate to fit the role of Bounty Hunters: Detective Bard, Inquisitor, Investigator Rogue, Urban Druid, and Urban Ranger. Perhaps an investigative flavor of sorcerer new archetype might fit as well. The Bounty Hunter Agency is well defined, with an owner/operator, staff of experts and enforcers, a hierarchy, budget per bounty allotted, available special equipment available or can be crafted, operate as a hostel or barracks for the bounty hunters (but they will probably also maintain 'apartments' elsewhere in the city), as well as a training site. It will be specifically mapped. New gadgets and magic items, perhaps new spells avoiding feats or other add-on rules, then focusing on statted targets for bounties of all levels. I could include enough NPCs for more than what a given party of bounty hunters could retrieve over a 20 level adventure path. Thus not a rail-road campaign, rather more sandbox, with choices for marks at every level. The NPC stat sheets would include last known whereabouts, known hang-outs or at least which precinct in the city the individual should be located, and any other pertinent specifics. This gives the GM clues on how best to use him, and other than a few plothooks and larger storyline ideas, there are goals only and not a pre-set order of actuation in game (its more sand-boxy). Thoughts? Would this make for an interesting campaign setting, and something that might be interesting enough to purchase/play? GP [/QUOTE]
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