| Post/Author/DateTime | Post |
|---|---|
| Diffucius08-30-05, 06:34 PM | I'd like to know what changes everyone has done in their Forgotten Realms campaign. It could be anything, from swapping the location of places to renaming waterdeep to removing the weave. I'd like to see some ideas that might just make my (or anyone's) campaign a more rich place! In my campaign: Magic: Magic is high, almost over-powered, although I've added a nice twist if multiple spellcasters stand to close to eachother: I tend to think of the Weave as --tada-- a weave, and as such, a mage pulls the threads in order to cast the magic. More like weaving (though no skill is required -- that's what Spellcraft is for). The tricky stuff is, there is only a finite amount of threads. If two magicians are casting spells too close to eachother, they must fight to see if they (depending on the strength of the magic and caster) can snatch enough strings to cast the spell to full effect. I tend to count that there are two threads (caster levels) in each 5x5ft. square (of course this varies, just as it would in any weave -- in some places it is mended and more stiff, in others ripped (wild magic), in others it's thicker, etc). Thus, if a 12th and a 16th-level spellcaster are adjacent (or farther away, but remember that magic is drawn from all adjacent squares) to eachother, they'd tug at eachother's magic. I rule that they make opposed caster level rolls. It's simple -- the winner gets full effect, the loser's caster level is lessened with the number of squares they fought over. Okay. So this is how it looks: #X## #CC# #X## # = "drained" square C = Caster X = Conflicting square So: The 16th-level caster needs eight squares in order to cast effectively, and the 12th-level caster needs six of them. As you can see, there are two squares conflicting. The rest is easy: if the 16th-level caster wins, he casts with full effect, and the 12th-level casts as an 8th-level caster AND receives a -1 penalty on his Spell Save DC for every conflicting square (thus a +3 Int and 3rd-level magic would give a reduced 14 DC from 16). It works wondrously with my group -- the wizard always stays in the background, carefully planning when to cast his next spell. Of course, he has himself invented a spell that pulls the weave to itself, conflicting with other spellcasters. Magic Items: definitely under-powered. The ability to make magic permanent is lost, and thus, only items created before the cataclysmic event that resulted in non-permanent spellcasting can function without having to be charged and re-inforced. I think that serves the Red Wizards just fine, though. No doubt, you realize how highly prized even the slightest of trinkets are in my Realms, even for the players who delve in such things... Luckily (both for them and for me), they won't hear of the Tomb Trappers for a long time (which will lead them to thoughts of finding out where the trappers take everything...). Prestige Classes: I have removed them as specific classes. Instead the players may learn the special abilities of the classes through interactions with the world. Of course, organisations are the easiest to adapt to this -- merely pay the fee and you have some of the priviliges. Earn more fame in the guild and you gain more priviliges or are trained with specific skills and abilities. Most prestige classes can be used this way. Of course, some prestige classes are more classes than sets of abilities (as a rule of thumb these are the prestige classes combining two or more base classes), and these work just like normal. That's actually just about it. I do most things by the book, but I can't live with the prestige classes as classes. Perhaps this: Events are fleeting things in the campaign, and only things tied to the name of the current year definitely happen. I tend to drop info on Cormyrian or Amnish events as I myself pick them up. There are plenty of things happening at all times, and overwhelming the players with things happening outside the North while they have their heads deep in local events might just break the experience. A little now and then is for the best. Also, it saves alot of adventuring for later. [Oh, and the reason for putting it here is that it doesn't fit in any other forum -- these are multi-variations and modifications, and I'd hate to make many threads of it. Also, I hope that it will serve as a DM tip-reserve] |
| WVgamer08-30-05, 06:52 PM | I just remove certain requirements if it's within reason. |
| Fern Monger08-30-05, 07:24 PM | I killed Elminster in the first scenario of my campaign. Does that count for (radical) change :angelhide ? I didn't kill him because I disliked the character - in fact I found the old bugger sympathetic enough. It's just that he was a little... overpowering. He was even overpowering me as a DM. I didn't want to create epic world-saving adventures for my players while wondering at the same time about the doings of this meddlesome character. I wanted my _players_ to be a the center stage of Faerun, not an all-powerful NPC. So I killed Elminster - with a simple arrow fired from the bow of a diying foe. He felt relieved at the end, having lived such a long life, and he had time to impart some final words of wisdom to the player characters. It was quite moving actually :bigeyes: . By killing the old mage I imparted this crucial information about my campaign world : anybody can die... when his time is up and when it makes sense in the story. And I suppressed "Raise Dead" and other reviving spells from the cleric's spell list. It's not that the player characters won't be brought back from the dead (if they die) but I want this to be an adventure in itself ! Ho, and I find that the "thread magic" is an excellent idea, Diffucius :) |
| warlockco08-30-05, 08:05 PM | The Thread Magic, makes me think of Earth Dawn. |
| Petrankov08-31-05, 09:36 AM | Only radical changes I have made are switching years that certain events occur because my players do not know the timeline all that well anyway. I revived Zhengyi for them to kill as epic characters. I moved the date the Undermountain Stardock adventure happened from 1367 to 1358 right after the Time of Troubles. I am thinking about ignoring the Crown of Narfell history and saying it was never destroyed only hidden in another plane. I may get rid of the Shadow Weave though I haven't decided that yet. I cloned King Azoun and plan on having him return after the Death Dragon events as a plot for the characters to unravel later on though I haven't completely fleshed out my thoughts on that particular adventure as of yet. I think I am going to allow the Warforged from Eberron as a race created by an Epic Highpriest of Gond. I put the Hollowfaust city from Scarred Lands into the East as a city hidden by the last Mythallar. In the mountain range near Impultir. It was just discovered in the Time of Troubles. I also have banned PRC's. Not completely but I do not allow any of the alternate base classes from the new Players guides, banned certain prestige classes completely, banned Races books and any new races. Banned Book of Exalted Deeds, way too overpowered. But I suppose those aren't Realm specific changes. So no changes as big as the Weave changes you described Diffucius but I think everyone always changes something in their own games. |
| shadevarr08-31-05, 12:27 PM | Added addtional RP requirements for all PrCs, maintanined the world as it was in 2nd ed. including the cosmology. Only laymen refer to Tanar'ri as demons type stuff. Almost everything else is unchanged as of now..campaign is still young so I might be changing other stuff as it progresses. |
| Diffucius08-31-05, 02:23 PM | [...]but I think everyone always changes something in their own games. ... And some of those changes are definitely worth sharing with others. I personally think that's what makes the Realms a unique place: the books are always rigid and cannot be filled out, except by additional books. They don't explain everything, but they may give the DM or the players ideas. Nuur Throth (described in Underdark) is a very good example of that. Basically, what is said is that it is the strongest "known" node in the North and that something was once prisoned there. Immediately the ideas came flooding in, and before long, I had written a small campaign (about 30 hours of active play) treating an expedition to Nuur Throth, and making a permanent connection to Icewind Dale through the node. Perhaps someday I'll have the energy to write it over to the computer so anyone can enjoy it. In the same way, I feel that there are many things left unmentioned in all FR supplements. Or perhaps that's just because of lack of space... Either way, as should be mentioned in every RPG: it's not the book that makes the world; it's the imagination of the DM and the players. The DM uses his imagination to create the world, and the players theirs to live in and enjoy it. The Thread Magic, makes me think of Earth Dawn. Oh, I actually have that book, but 'twas long ago I read it. Perhaps, subconsciously at the time getting the idea of "Thread Magic", that was the root of the idea... Time to blow the dust off the ol' RPG box in the attic. |
| dragonfriend09-01-05, 03:01 AM | My campaign has a new god, a player character from a previous campaign. There is a new inn in Shadowdale, 'the lost friend' and Mintar is free from banites. Now the city is ruled by a council and is protected by a force human soldiers and 50 warforged created by the lich Gloran Galleos (see 2e EotSS). no rules changes |
| folletrap09-01-05, 04:25 AM | in my last FR campaign: Mystra was TRUE neutral. I invented a tabel with 100 random effect for wild magic areas....(cast now if you dare :mage: :D ) Players, to have access to a prestige class, MUST Role playing it before...and have to make at least 2 level in it (but sometimes more). Sammaster was still alive. Khelben and the harpers still worked together....sometime perhaps :) and....oh yes....if the players was been able to survive (and they wasn't... :nonono: ) a second time time of trouble should have take place |
| dragonheart09-01-05, 11:04 AM | My campaign started in 1367 and is upto 1373 at this point. I've left the cosmology etc as more or less canon (a mix of 2e and 3e since most folks have no real idea what is going on on that level) the major changes have happened in the Moonsea area where Teshendale has been restored and become a major power. The Zhents have lost Zhentil Keep which is now the major port for Teshendale and named Newport. THE Zhents basically have The Citadel of the Raven (which now also includes the entire Banite temple from Zhentil Keep thanks to some near epic effects from a PC/NPC), Mulmaster and the Darkhold. The Zhents have lost the black road across Anauroch to a PC trading coster that also controls the town they had west of Anauroch. An alliance of Teshendale, Phlan and (the other city on the Moonsea north - name escapes me atm) has formed to combat the Mulmaster-Citadel of the Raven Zhentish alliance. The dracolich Dretchroyaster has been destroyed and its lair turned into a center for cooperating with elves in exploring/rebuilding things in Cormanthor. In the process the Staff of CHoymalla was recoverd along with other ancient items that identifed Teshedale as the site of a great ancient elven center that is begining to be explored. PC parties rescued Waukeen and have recieved benefits from her for their costers. They also completed the underdark campaign to Merymidra and stopped the troubles there recovering a number of ancient artifacts and items including the artblade of Cormanthyr. In the process they also killed the leader of the orc army infesting the city and controlling the mines of Tethyamar which will soon be attacked and hopefully freed. They are in the midst of dealing wiht the rage right now and with constant intrgue dealing with both the Zhents and Sembia as well as the Cult of the dragon. The 2 costers create an upside down L route from Waterdeep through the southern Silver MArches to Evereska then Across Anauroch to teshendale and south through the dales to Cormyr. some trade goes on with Sembia but they don't like the new competition and tend to block access. We also rewrote several of the epic or near epic PRCs (Netherese archmage and Elven High mage) as well as creating a related PRC - Spellmaster. In addition we have a new god aborning - of course that will take a few hundred years so it may not make it into the game effectively. |
| The Ancient Sage09-01-05, 12:01 PM | Silverymoon has been renamed Myth Lurue (in honor of both its mythal and its patron demigoddess, Lurue the Unicorn). A bladesinger PC (who undertook major quests to prove himself worthy of The Ruler's Blade and the Srinshee's blessing) and his company enlisted the aid of Evereska and Evermeet (in DR 1370) to clear Myth Drannor's ruins of fiends (a war that also saw the defeats of several demon princes and archdevils), and establish a new and powerful mythal. The character is now the proud Coronal of a revived Myth Drannor, with Sehanine Moonbow, Selune, and Eilistraee being its patron deities. He's now at war with both evil drow and fey'ri forces. Happily, I might add. :D |
| GothicDan09-01-05, 12:34 PM | No Corellon? Aw.. |
| Aylomeizen09-01-05, 06:40 PM | I usually nerf the ease with which my party aquires magic items, and the opponents they usually fight. Instead of fighting high-end monsters, I usually put them up against weaker monsters that are usually more cunning. Most monsters the party fights typically have 2-3 points of intelligence higher than the norm. They have to be intelligent - they rely on their brains, like the PCs, to survive through combat as a trade. For example, in a campaign I hosted earlier I put several PCs up against a group of kobolds and a domesticated war dog. The PCs were working as caravan escorts. The kobolds killed the horses that'd been hitched to the cart (an easy task) and then proceeded to flee. A few died in the process. Later, however, the survivors returned to retrieve the horse corpses for food to be distributed amongst their clan. They were also allied to a gnoll clan, which proceeded to track and to lay waste to the caravan cart that the PCs had hidden. They had no interest in stupidly going after the PCs, as they'd already gotten what they'd wanted. The gnolls will give the kobolds some of the things they get from the cart, but they will most likely (and dishonestly) keep the better things for themselves. Any other DM would've most likely sent them after the PCs, thus tipping off the alliance the two groups had set up. I'm going to wait until the PCs return to retrive the cart later, with fresh horses, so that they find nothing. I also alter the dogma of evil dieties such as Cyric/Bane, so that they seem more attractive to their followers. Being evil for the sake of being evil is really stupid: it doesn't make sense. Three common examples: Evil clerics of Cyric/Bane will not always kill their followers. This cliche, which I refer to as 'Darth Vaderism,' simply makes no sense. It is much more profitable to give your followers a second chance, for in failure they have already been humiliated and are much more apt to succeed in the future. Besides, who knows the target better than the guy who has already fought them? It also does not reflect well on you, as an evil leader, if you cull the weak. Those that are currently weak will not join you so that theycan become stronger, and they go to other modes of worship. You deny yourself a resource that has the potential to become stronger in the future. I also try to make dieties more attractive to commoners. Let's cover Bane, for example. Why would the common Joe worship Bane? In my campaign, I usually alter him so that he does not rule tyranny as so much as he rules by right of strength. His dogma promises the people a source of easy strength, through the means of worshipping him, in exchange for turning their souls over to him for all eternity. He is still a tyrant, for the aid he gives to his followers is not proportional to the service they pay to him. Now, however, he's simply offering more incentives to his following. |
| Karsus the Mad09-03-05, 02:09 PM | Some of the things of note in my FR. 1. The southern shore of the Lake of Steam region, a bit of the Shaar, and some of Calimshan's eastern cities have been united into a "Byzantine" style empire/republic, by a former character turned npc named Emperor Istazar IV. This is the first nation in my FR that has used firearms (matchlock, etc) on a large scale. 2. Lantan is on the verge of an industrial revolution of sorts, the main contributor is my oldest npc, Azreal (a character I made in BG2, and have sense carried over as an npc). And as such requires lots of resources, so has began colonizing parts of Chult. Lantan is crafting matchlock firearms en-mass, and selling them to Istazar. Some of the advances are: epic progression for the artificer prc, granting device powers up to 9th. Firearms, while still rare, are being used on larger scales, more variety of firearms (ie: revolver style muskets, etc). Darrigibles are as common in Lantan as skyships are in Halruaa. Crude steam locomotives are beginning to be used heavily in Lantan. While this isn't actually a change in FR canon, it's an increase in it's prevalence. New "secret" organization aptly named The Order of the Technomancers. An offshoot sect of Gond worshippers and inventors, founded by Azreal, who's sole goal is the advancement of technology, and thus the advancement of Gond. 3. Looser skill requirements for PrCs. I allow ability modifiers and things like Skill Focus to be counted as "ranks" for requirement purposes. 4. A High Coronal has arose to unite all elves. He's not doing to good I'm afraid. But it's early, so who knows. It's just background news in my FR anyway, so no real details. 5. Larloch is a Wizard 25/ Netherese arcanist 7. 6. Made my own 10 level Nethrese arcanist PrC. 7. Changed the High Mage PrC to grant +1 caster level every level. Will prolly be changing it completely. 8. Mystra isn't the Goddess of ALL Magic, bla bla bla. Basically, I have her exactly what she is in the F&P book. So that's not actually a change in the rules. It's just following them as is. 9. The Shadow Weave is relatively unheard of, so even if the players know it exists (as in, reading the books), their characters don't know of it yet. 10. Ioulaum is actively working towards the creation of a psionic mythallar. He got kinda cheesed off after all those thousands of years of work he put into during Netheril got wasted cuz Mystra couldn't do her job. That's how he sees it anyway, and so he's lost all faith in Weave based magic. He's still a devoted worshiper of Mystra tho'. 11. Ioulaum is now in a new body, a child's body, but is a Wizard 26/ Archmage 5/ Netherese arcanist 10, and can manifest as a 20th level psion. He's under the guise of an apprentice in Silverymoon with an "unusual knack for cantrips.", as his "teacher" descibes it. None of course know it's Ioulaum. Well that's some of the things. |