Doug McCrae
Legend
Points of light, natch. An old world with many ruins and weird decaying cultures, like Gene Wolfe's Book of the New Sun or Vance's Dying Earth. I love that stuff.
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hong said:It will not have halflings.
It will also not have tiefling tails.tombowings said:Just so negative, aren't you?
hong said:It will also not have tiefling tails.
HAW HAW!
WyzardWhately said:The game starts in a society approximately equal to that of europe in the 1600s - there is some banking and musketry, but no steam-trains. There are great universities where arcane magic and natural philosophy are debated, and complex political maneuvers involving the church, the nobility, the guilds, and the rising merchant class. Or they did once, in the golden age. That ended two years ago.
The PCs and perhaps 20,000 other souls are the last remnants of this blossoming empire, as the ravening dead have overwhelmed the rest of the sphere. At first it was just an endless supply of infectious, Romero-style zombies, but new types of undead have arisen. Faster, stronger ones from 28 days later. And finally higher forms, undeath-spewing monstrosities cobbled together from a thousand corpses. None of them are intelligent or directed past the hunger for living flesh, but they're slowly beating down the walls, and there's not enough weapons in the world to kill them all. It's the whole rest of the world out there.
The only option left is to leave. The Arch-Professors of the Arcane college have put together a ritual to tear a hole into another world. A clean world, a fresh one, free from the undead scourge. And over the course of three long days, all 20,000 people in the city form a baggage train and take what they can into an uncivilized wilderness.
THe adventure really begins here, in a world that has never known empires, kingdoms, steel, stonework, or law. The initial PCs will most likely be humans, tieflings, dwarves, or eladrin. The civilized peoples. The new world will open up some new options - savage lizardfolk that worship the great firebreathing beasts that rule the wilderness here (dragonborn), wood elves that seem to bear some relation to the eladrin of the homeworld, and maybe others.
It'll be crazy, resource-poor, everything will be wild, untamed, new, unknown, and dangerous. That seems appropriate to a new edition. The fledgeling colony will need a lot of help to survive, and PCs will have their pick of all kinds of missions. There might even be faint remnants of a precursor civilization, an entirely unknown species that could have left some dungeons behind.
I expect it'll run like a combination of the british colonial period and Lost, maybe some Stargate thrown in, along with my own peculiar DM-style of mixed lovecraftian horror and Metal aesthetic.
SaffroN said:I will be running a dungeon delve to start with for two reasons
1) the new players do not have to worry about role-playing. It will ease them into the DnD. And the older players will have a chance to experiment with the new 4e combat rules and get used to them
2) it showcases some of the new things about the 4e system and characters before I role out my actual campaign. it gives people the opportunity to change their minds on their race or class etc.
Ajax23 said:Talking with my wife last night, she suggested we run the Temple of Elemental Evil (which she sadly has never gotten to play) as our first 4e adventure/campaign.
Celebrim said:If I was going to run a 4E campaign, I'd pretty much throw out any sort of fluff, background, or complex exposition. I'd start by updating my 1st edition AD&D expansion of 'Keep on the Borderlands' to 4E, and plan the entire campaign as an extended series of dungeon delves. Lots and lots of combat. Lots and lots of foes. Lots of silly beer and pretzels fun.
MorningStar said:What I would like to do run a dungeon big enough to bring characters from first to twentieth level.