Desperate DM looking for people to help him in his quest for the Ultimate Campaign

Post/Author/DateTimePost
#1

belakrefip

Apr 24, 2009 16:38:48
First off I am not looking for other people's Ultimate Campaigns(Sorry) but I am looking for help with my (Hopefully) Ultimate Campaign. The Mage of the Dark Tower! Which is made to be played with one character.

Homebrew Stuff
In the Mage of the Dark Tower I have a few homebrew things. First off I have a complete homebrew world so there. Now in my campaign there are only 5 dieties. They are as follows.(Yes I totally ripped off thier names :D ) I have also decided to include firearms in here. Firearms are very rare as they have just been invented. There are two main types of firearms, flintlocks and muskets. They target Reflex instead of AC and they take a minor action to reload.

Kronos is the god of Time and Order, he is also master of the gods

Kord is the god of Strength and Nature

Avandra is the goddess of Light and Peace

Lolth is the goddess of Darkness and Death

Ioun is the god of Knowledge and Magic


Jouru is a magically resistant, black, very rare stone.

Influence: Based off of the influence in KOTOR 2 I have decided to implement my own influence system. Basically the PC will take their CHA mod and add 1/2 their level. This is modified by the NPC's inital expectaions as well as actions taken later.
#2

quickleaf_dup

Apr 25, 2009 8:17:35
I like the feel you have going. Time travel adventures always require more GM prep - so be prepared to invest time in your notes about how time travel works in your game, and how it affects the campaign story.

However, two things jumped out at me as classic GM errors (you might not think so?):

The Fake Start
Basically it amounts to screwing over the PC for the GM's edification. Things like "you die at the end of the game session, now roll up your children" are not appropriate for a beginning adventure. However, if you let your player know what's going to happen (in broad strokes) during the first session and they're OK with it, you could pull off a really cool first adventure.

The GM PC
When you mention the dwarf and gnome NPC traveling companions a red flag went off for me. One of the great things about a solo game is you get to really explore the main character. So long as the NPCs serve as foils to the PC (and never upstage the PC), then no worries.

Sounds like it will be a fun campaign!
#3

warfteiner

Apr 25, 2009 8:44:52
I agree with the above statements.

Also, do some creative googling or yard sale-ing and see if you can dredge up a copy of the old second edition Chronomancer accessory. There is a ton of time-travel stuff in there that may assist you in this campaign design!

Some off the cuff thoughts:
  • What happens when the two contact each other physically? No effect, temporal rifts, or Time Cop-style meltdowns?
  • In my opinion, there should be signs even as early as the first adventure that the PC is very very familiar with this "villain"
#4

belakrefip

Apr 25, 2009 9:49:05
Thanks for the imput guys! I like the idea of foreshadwing the villian's reveal. Maybe I can put some stuff in like his voice sounds familiar put he just can't place it. I could also tell them about the many that have tried to assault the Tower before and failed, to give them an idea of how hard it is to kill him. I don't think I'll use the thing about the contact thing, mostly because yes these are the same person, but they are not from the same time period so they are not [i][u]Exactly[/i][/u] the same person.
#5

belakrefip

Apr 28, 2009 5:17:22
Added' firearms to homebrew stuff.