Buildup Style Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
RTRimmel

10-07-07, 12:49 AM
I'm looking for opinions on my new campaign style that I am going to attempt for my next big campaign. It sounds cool... but my last sounds cool game got hammered pretty good during execution.

Premise: PC's go to a new world environment, another continent, to live. Campaign will take place from the discover of new continent to the eventual revolution against the Original Nation.

Concept: PC's are forced to build up the new continent to get access to anything other than basic classes, IE no Prestige classes at all, no feats that are not in PHB1.

We will be using AEG: Empires for the realm building.

Timeframe: 250 + years.

Advantages: Characters are aware of this and the unique problems for some of the existing classes (Wizards are screwed for example)

Limitations can be exceeded though hard work, a certain amount of metagame activity will have to be expected though.

ECL of the campaign is going to start small, probably 2, and slowly work its way up to 3-5. As the land advances and the small stuff is dealt with, the characters will have the ability to level up higher but Time is a big factor here mainly in the fact that it may be 5-10 years between adventures.

Additionally we will be using character trees (each player is permitted to maintain 3 separate PC's so that they can participate in all activities, plus some of the lower level stuff can be quite lethal and I don't want them to be completely out of the game.)

To build up for a prestige class, you will need to build up the infrastructure for that class to exist, for example a Loremaster would require a University with a significant library that is conducting significant research to appear. An Assassin class would require the buildup of cities with enough intrigue to actually have a class that handles that sort of thing, etc.

Feats would require academies (training for feats is required, again with massive downtime between adventures this is not a significant limitation.) Spells would require research.

What kind of questions would you have if you were playing in this campaign?
Daemyn

10-07-07, 01:43 AM
What limits are you going to have on magical items?? If they are in a new region then either they will have to find, create, or travel back to the other land..

What character class are you going to allow due to the fact that some can not advance without training and those characters are just going to be a burden for the players then... If i decided to play a Warblade or Crusader then i would be mad cause i basically couldn't advance for a really long time.
Reality: A second level monk can not train new monks past 2nd level!!!


If the campaign is over 250+years what is a person supposed to do if they are playing a human???? You might want to consider a shorter time unless your players are doing the generation tree lines for character..

You will have to figure out what the PC's ultimate goal is....

You will have to consider the lands inhabitants and their resistance..

Deities????

There is a lot to do, you are basically creating a new world...
Orloff

10-07-07, 01:46 AM
I think that this could be a good idea, but it needs a little more thought.

Where do the PCs come from? would be my first question. Wouldn't they be able to get resources from the 'old world' which would allow them to have spells, feats, etc? Are they on their own in this 'new world' or are there other people to help them? Are they representing some government? Basically, why are they out there in a totally new environment building up infrastructure instead of staying at home and killing orcs like all the other adventurers?

It sounds like you have a pretty hands-off sort of campaign here. Your PCs will be organizing things and making decisions instead of the traditional kill and loot scheme. That's all good and well, as long as your players know what they're signed up for. If the players want to delve some dungeons, they're going to get a bit upset if you tell them that they're going to have to contract somebody to build a road to it first.

Oh, and what is AEG: Empires?
RTRimmel

10-07-07, 06:29 PM
What limits are you going to have on magical items?? If they are in a new region then either they will have to find, create, or travel back to the other land..


They will have to build up a place (stronghold) where they will have the ability to gather the materials required to produce the magical equipment, or buy it (at an increased price) from the ol world.

What character class are you going to allow due to the fact that some can not advance without training and those characters are just going to be a burden for the players then... If i decided to play a Warblade or Crusader then i would be mad cause i basically couldn't advance for a really long time.
Reality: A second level monk can not train new monks past 2nd level!!!

The only classes you can start with are from the PHB (I happen to like Warblades but they don't come in from the start here.) I will all for self training, but it is going to take months or possibly years (probably months) so you can train yourself to level in the core classes. For Warblades, for example, you would need to find a combat text that explains how the class works (and you'd need to tell me you want to play a warblade later to even find the text) and then study it, build a dojo or whatever to train in, and practice hard. Monk would also need to build a dojo and go train alot, but because its a core class from the PHB leveling monk is easier(to start).


If the campaign is over 250+years what is a person supposed to do if they are playing a human???? You might want to consider a shorter time unless your players are doing the generation tree lines for character..

I am using character trees, basically you have your PC and then his decendents to choose from as well as outsiders should you choose to include them. Your decedents will start out at a higher level as yet to be determined that will keep them up with the elves, so to speak. The generational angle is the focus of the campaign.


You will have to figure out what the PC's ultimate goal is....

The campaign is loosely a based on the American revolution. George Washington didn't just pop out of nowhere.

You will have to consider the lands inhabitants and their resistance..

I'm using lizard men to begin with, then a significant number of magical beasts and the like. I'm going to let the players set the tone for the new world so I'm not focusing on that too much yet.


Deities????

Silver Flame for the Old World, New World has a bunch of religious fanatics that follow the old gods, IE typical DnD pantheon.


There is a lot to do, you are basically creating a new world...
Yup, big timeframe, lots to do. Good questions!
RTRimmel

10-07-07, 06:39 PM
I think that this could be a good idea, but it needs a little more thought.

I solidly agree, but I have 3 months so I should have enough time.

Where do the PCs come from? would be my first question. Wouldn't they be able to get resources from the 'old world' which would allow them to have spells, feats, etc? Are they on their own in this 'new world' or are there other people to help them? Are they representing some government? Basically, why are they out there in a totally new environment building up infrastructure instead of staying at home and killing orcs like all the other adventurers?

They will come on the boat from the old world. There are supplies that come over, but the water is treacherous and bluntly at first, at least, there isn't a big insentive to be sending lots of powerful magical artifacts over to the new continent. Massive arcane storms (which active sorcerers for this setting, sorcerers do not exist in the old world, prevent teleportation) I solidly expect that they should have the ability to train PC classes pretty easily within the first 20 years of getting over here, this is a low level campaign so I'm thinking about level 12 is as high as they will go. As so why, the old world is about as dangerous as the Iowa countryside, which is to say not at all. No chance for adventure, no chance for heroics, you can either go to war (and probably get killed) or go to the new world.


It sounds like you have a pretty hands-off sort of campaign here. Your PCs will be organizing things and making decisions instead of the traditional kill and loot scheme. That's all good and well, as long as your players know what they're signed up for. If the players want to delve some dungeons, they're going to get a bit upset if you tell them that they're going to have to contract somebody to build a road to it first.

Oh, and what is AEG: Empires?

I've tried one other hands off campaign(hand me a module and we'll run it) and it actually went pretty well as the players figured out that they could essentially tailor everything to their play styles. It is still considered the single most fun, most role played campaign in our 3rd edition days so I'd love to emulate its success. I am having the ruins of an old civilization there so there are plenty of places to dungeon delve (part of the back story, this side of the planet is going to be where the old world came from) But they are all expecting it, I have informed everyone and while some were unhappy that they couldn't have warblades, for example, they do know that they can still get them with their second or third generation of their character so all is well.

AEG: Empire is a book from AEG dealing with ... empires. Its a pretty good read actually so I'm using it for the campaign, and I have 2+ players already arguing as to who is going to do what so I'm in great shape there. Building a road requires 2 stone units I believe. :P

Thank you for your advise.