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| Maffen_Furryfeet02-07-07, 11:33 PM | Hey all, this is my first real campaign without my original group of players. I wanted to post this up to see what everyone thought. Just so you know, I have stolen the intro from NWN2 for the intro, I thought it would work well. **************************************** ***************** The Village of West Harbor Morning rises upon the sleepy village of West Harbor. A sense of excitement builds in your stomach as you look at the small window of your cottage to the hustle and bustle of the village green. Your palms grow steady; today is your last chance to win the Spring Jubilee Challenge. A noise stirs and you glance over your shoulder. Your father is already up and dressed and the beads of sweat on his forehead tell you that he has already been out setting up his small stall. “Ah, you finally wake. You had better rouse the rest of that band of friends of yours. This is your last year to compete and I would hope you don’t plan on letting those blasted Wooley boys steal the Jubilee Cup again.” You frown, the Wooley boys are the quickest and fastest brothers in West Harbor, both their parents being giant specimens. Fortunately, what they have in stature, they lack in intellect, something you’ve always been sure to remind them of. Your hand drifts to your chin. They’ve been sure to remind you of a few things as well. Your father chuckles, “You’ll just have to whip them this year for breaking your jaw at the tavern, now won’t you? But you must remember, the Jubilee isn’t about getting them back or whooping them in the sparring circle, it’s about making all you young kids into strong young men and women. So just go out there and give them your best.” You smile and nod to your father, throw on your belt and walk out the front door to the green. By Palor, you’re gonna whip those Wooley boys this year. **************************************** ******************************** West Harbor is a small village that rests on the edge of the Darnlan Swamp. Settlers some century and a half ago developed a way to farm the swamp and provides nearly all of the rice for the Kingdom of Ingmar. The Village was nearly destroyed 50 years ago by Cimmerian raiders, but was saved by Ingmarian Knights. The Spring Jubilee celebrates this and the Jubilee Challenge trains the young men and women of West Harbor martial and prowess. This is your last year to compete. Specific Game Rules: Only core rulebooks will be allowed. Crunchy bits from other Wizards books will be considered on a case by case basis. I plan to run a narrative/story based game with emphasis on characterization and PC-PC and PC-NPC interaction. Combat, while certainly integral to any D&D game will be secondary to diplomacy and skill use. For all but the most important battles, awareness, skills, and feats will provide ample opportunities to bypass or, at least, make battles much easier. Along the same lines, Powergaming will be frowned upon. While I too love to create unbeatable characters that can succeed in every challenge, it makes the game much less enjoyable for both the DM and other players. Should an ability, magic item, or other game mechanic create a massively unfair situation, it will be modified or eliminated, in a manner that will not hamstring a player. Furthermore, players will be allowed to change feats and skills with DM approval, should those feats and skills not come into play during the game. If a skill or feat has not been used in 3 game sessions (and shows no likelihood of being used), it may be swapped for any other skill or feat that would have been available at that level. Before the game begins, you will have the opportunity to get experience points. First, 500 XP will be awarded for completing the short survey at the end of this email. Secondly, 500 XP will be awarded for a short character history. This history should outline several parts of your character. First it should include one or two traits from the Unearthed Arcana. It should also include several people relevant in your past (3 or so at the max, your characters are rather young; one must have positive relations with you, and one negative.) Several goals should also be included, including long term and short term. Anything else included will allow me to create a story that weaves your histories into the campaign, making it much more enjoyable. Magic: 2000 years ago, the Zerksi Empire ruled most of the known world. However, something happened and fire fell from the sky and destroyed the civilization. The world rebuilt over the ruins of the Zerksi, their name cursed and eventually forgotten, and the world moved on. However, much of the knowledge and culture had been lost, including a majority of their magic. As such, the little magic that remained became a closely guarded secret reserved only for a select few. This makes magic very powerful but very misunderstood. The common folk regard magic with awe and fear. They scorn those who knowingly wield magic and have been known to even lynch apprentices who showed off their abilities in the wrong towns. Wizards, Bards, Clerics, and Druids are still playable characters, however, each must keep a spell book and memorize spells. In addition, they do not receive spells each level, instead having to find scrolls throughout the world to add to their repertoire. However, while magic is rare, it is also very powerful as enemies will tend to lack magical abilities as well. Alignment: Normal characters and creatures have variable alignments. While all orcs you encounter may be dumb, do not assume all are evil. The only creatures with absolute alignments will be Outsiders. Players may not play evil or chaotic neutral alignments. (I’ve found that Chaotic Neutral is just an excuse to play a “semi-evil” character. I think D&D should be heroic.) Fate Points: Each character receives 3 fate points at the beginning of each game session. Characters may also gain more fate points throughout a sessions with excellent roleplay, strategy, or anything else the other players and DM enjoy (this includes bringing beer ). These points may be used in several ways: One point may be used for the following: 1. Reroll any D20 roll, even after knowing whether you have succeeded or not 2. Activate a critical success or critical fumble. While critical hits always hit and cause critical damage, using a Fate Point to supplement a critical hit can allow for additional effects determined by the DM, such as knocking enemies off of ledges, shattering swords or armor, etc. Also, should the DM roll a critical failure, a player may spend a fate point to ensure that NPC suffers the worst possible failure. 3. Heal 1d4 HP per level when not in combat. Resting sucks. 4. Stabilize if you are below 0 HP 5. Cast a spell of 4th level or lower and not lose it from your prepared memory 6. Double your AC bonus from fighting defensively 7. Gain the effects of a feat you do not have (but meet the requirements for) for one round 8. Add 2 to your caster level for one round Two points may be used for the following: 1. Reroll another characters d20 roll 2. Heal another character 1d4 hp/level when not in combat 3. Heal yourself 1d4 hp/level when in combat 4. Force the reroll of any DM roll. 5. Cancel the effects of any harmful 4th level spell or lower (hold person, poison, etc) 6. Cast a spell of 7th level or lower and not lose it from your prepared memory 7. Gain the effects of a feat whose requirements you don’t meet for one round. Three points may be used for the following: 1. Automatically succeed on any roll (does not count as a critical success) 2. Reroll another characters roll, using your modifiers instead of his 3. Heal another character 1d4 hp/level while in combat 4. Cancel the effects of any harmful 7th level spell or lower (hold monster, etc) 5. Make a normal hit a critical hit Character creation rules: 36 Point buy No skill over 18 (before racial adjustments) Only Standard races are available Only core books to start. Other resources may be uncovered during the game. Sorcerers and Monks are unavailable at the start of the game Short Survey: What would you like to see in this game? What part of D&D do you hate dealing with most? What is your favorite monster from the MM? Least favorite monster? Favorite Magic Item? |
| Nor'Morgwae02-08-07, 04:13 AM | Umm... Wow. That's kind of long. I like reading so if I'm thinking it your players probably are too. It looks like a lot to take in at once. Okay, I'll be a good little board toady and read it thorugh. |
| Nor'Morgwae02-08-07, 03:04 PM | Sorry, I wrote all of this up last night and then eth forums went down before I could post it. Okay I read it, here's what I think. And you asked so I'm going to be honest. Keep in mind I'm here to help not to destroy you creation, okay? The Village of West Harbor *SNIP* You smile and nod to your father, throw on your belt and walk out the front door to the green. By Palor, you’re gonna whip those Wooley boys this year. Okay, this works in a video game, but you are not running a video game. You are running this for a group, right? So which character are you talking to? Do you know the character well enough to be telling them how they feel about things and what they have done in the past? Since you are asking for character info further down I assume not. This would be better served as an in game scene rather than a verbatim cut-scene. Cut scenes aren't much fun for players. West Harbor is a small village... This is your last year to compete. Okay, when you are giving players information at the start of a game what you need to focus on is what they need to know to build their character. They do not need to know what happened to the city 50 years ago. They probably weren't here then. Give them reasons to be here now. The tournament, the merc guild, the shnozberry wine. Help them build characters that belong here, not just characters that start here because that is where the game starts. Specific Game Rules: Only core rulebooks will be allowed. Crunchy bits from other Wizards books will be considered on a case by case basis. This is good. Keeping things simple from the start but making it clear that you are open to other material. I plan to run a narrative/story based game with emphasis on characterization and PC-PC and PC-NPC interaction...in a manner that will not hamstring a player. Okay, here you are kind of talking about what you want. Do your players want to play in a game that is more diplomatic than combative? If so, then you don't need to tell them. If not then they aren't going to listen to you anyway. Tell them that your DM style is more conducive to a fully fleshed out character as opposed to a number with a sword. Also, this hand out will tell the players a lot about the game. The fact that it seems to be mostly rules will tell the players that the game will focus on the mechanics more than the roleplaying. I think you are trying to communicate the exact opposite. Don't tell them to roleplay, roleplay and let them join in. As a side suggestion it might be a good idea to offer this up as mostly in character content as opposed to all information directed at the players. Just a thought. Furthermore, players will be allowed to change feats and skills with DM approval... skill or feat that would have been available at that level. Okay, I have to say this worries me. Do you foresee this coming up enough to have a rule for it? If so then I think you need to reevaluate the way you DM. Play to the players strengths and see to it that those little used skills see the light of day. Don't let the fighter swap out hi 4 ranks of Perform (cello) for 4 ranks of climb, reward him for putting 4 ranks in cello! Before the game begins, you will have the opportunity to get experience points. First, 500 XP will be awarded for completing the short survey at the end of this email. Secondly, 500 XP...making it much more enjoyable. Semantics is everything. As a DM you need to learn how to get the information you want from players without making it seem like a chore. Don't have them fill out a character background for you because they want the experience, you need to convince them it was their idea all along and that you just gave them experience because it was such a great idea! That being said, don't ask for a checklist. You will get only the barest minimum from a player and they will, likely as not, forget most of it 10 minutes after writing it. Don't ask them to do D&D homework, talk to them about their character and feel for areas that they are excited about. Does the Fighter want to focus on his longsword combat? That's great, who taught him to fight? What is the style he uses called? Were there any other students or maybe even competing masters? Magic: 2000 years ago, the Zerksi Empire ruled most of the known world.... lack magical abilities as well. Okay, this is a very common DM mistake. Even long time DMs make it. You just told the players a lot about the world but gave them nothing to work with. All a player learned from that is "magic is rare". You mention that a few select groups horded it. Who were they? Do they accept students? Are there many small repositories of magical knowledge or one large group that holds all of the worlds arcane teachings? Players not only want to know this, if they are going to play a caster they need to know it. Alignment: Normal characters and creatures have variable alignments.I think D&D should be heroic.) Okay, again, we are talking about what you want. You are only one person in the game. Do the players want to be heroes? More often than not they do, but did you ever bother to ask? Also, there are numerous legitimate reasons to play Chaotic Neutral heroically and there are just as many, if not more, ways to ruin a game with Lawful Good. Don't tell them 'no evil'. That just makes them want to be evil. You have to convince them they want to be good. Make the world absolutely scream for heroes. Don't tell them how to fit into the world, show them the world and let them find their place in it. You are, after all, making the world. You can make the hole big enough that they can't help but fill it. If, despite everything you try they still insist on acting evil talk to them about it. Banning Chaotic neutral will just have them playing Lawful Neutral or True Neutral as evil if they really want to be evil. Fate Points:... 5. Make a normal hit a critical hit This is a house rule and so it's not really in the purview of this forum to critique it. However, you probably don't need to spell it all out in the intro to the campaign. Give a brief synopsis of what Fate Points are and then print out copies of this for the players to stick in their PHBs. you want to keep this as focused on the players and their characters as you can and dropping a big ole' house rule in the middle is just going to distract them from what you want them to think about. Character creation rules: 36 Point buy No skill over 18 (before racial adjustments) Only Standard races are available Only core books to start. Other resources may be uncovered during the game. Sorcerers and Monks are unavailable at the start of the game Okay, If the hole point of this sheet is to get the players into the game, this should probably be near the top. you just gave them a lot of information and then stuck down there at the end are a few notes on building characters. A bored player will likely start skimming halfway through your intro, and so the most important info should be at the top. Also, are you open to non-core material at creation or not? Up at the top it sounded like you were, not it sounds like you aren't. I would recommend not laying down a flat "no". Telling them 'non-core material on a case by case basis" allows them to pull from another book if they need it for their character but makes them less likely to try a cheesy build since you have to okay everything first. Short Survey: What would you like to see in this game? You have just told them what the game is like and now you are asking this? What do you do if a player wants really bad to be a sorcerer? Or a Monk? Remember that each individual player is as much a % of the group as you are. Telling them they can't play the character they want is just like them dropping a boxed campaign setting in front of you and saying "Run that." You need the answer to this question from the very beginning of the game set up because you need to work to play the game they want just as much as they need to work to play the game you want. What part of D&D do you hate dealing with most? Pretty much the same as the above. You need to knwo this a week ago. What is your favorite monster from the MM? This is a hard question. Sure, some players like fighting a single type of monster (and they also tend to like rangers, go figure...). I would recomend changing this question to something more like "What kind of foes do you see <cahracter name> facing? Least favorite monster? This is a loaded gun. Be prepared to honor this question. For instance, I tend to use undead fairly regularly. I just like the way they play as villains. Well, I asked my players what they would rather not see in my upcoming game and, sure enough, one of them, my brother no less, told me he was tired of seeing undead and wanted to fight something else. I asked so now I know and so I have no excuse to run a Zombie Apocalypse or Vampire Hunter game now. If you are asking them hits question make sure you are not just asking so that you can use things they hate. That isn't playing nice. Favorite Magic Item? Again, this is a bit braod. You don't want the player thinking over the whole of D&Ddom. You want their focus drawn in to a single character for a single game, yours. Instead of asking them what their favorite Item is ask them what they would like their character to have at their peak. When they are storming the gate to kick the demons out of hell, what is the character weilding? Whew. I hope you made it through all that. I'm sorry if I seem rather negative, but that is how people improve. It's a lot easier for us to see what we are doing right (and just by putting this thing together and investing that kind of time in the game you are doing plenty right) than what you are doing wrong. Keep up the good work. |