 | |
Roleplaying Tips Weekly E-Zine Issue #186
8 Campaign Starter Tips
Contents:
This Week's Tips Summarized
8 Campaign Starter Tips
- The Gathering, The Hook, The Glue
- Find An Event, Make It Different, Leave A Mystery
- Preparation Tips
- Make Simple PCs And Pick A Star
- Start With Action!
- Use An Urban Setting
- Use Unusual Monsters Or Foes
- Roleplay The Set-Up First, Then Make PCs
Readers' Tips Summarized
- Campaign World Theme Ideas
- Monster Communities
Return to Contents
A Brief Word From Johnn
Reader's Tips Contest Winners
Here are the randomly selected winners of the Reader's Tips
contest. Congrats and thanks again for the great entries--
they're already starting to appear in ezine issues.
Bob W [Bob_W...@irco.com] Staves of Ascendance
Charlie B [charlieb...@charter.net] Roleplaying Tips CD
D G [tedk...@hotmail.com] Roleplaying Tips CD
Dale T [redchin@...] Staves of Ascendance
Debbie J [debbiej...@kcnet.com] Roman Name Tables
Dwayne T [chickenreborn@...] Staves of Ascendance
Hazz [hazz@vic...au] 101 Mundane Treasures
Palmer of the Turks [palmer@...com]
Mark M [phrennzy@...] 101 Mundane Treasures
Matt 'Silverbolt' C [khirsah@...com] 101 Mundane Treasures
Matt B [levinthauer@...com] Magical Medieval Society
Sam S [samuel_sch...@hotmail.com] 101 Mundane Treasures
Scott A [creatorgamer5066@...net] Magical Medieval Society
Simon J [neverending...@hotmail.com] Roman Name Tables
Thomas A [toma924@....com] Roman Name Tables
Supplemental #16 Now Available: Campaign's First Session
I received so many tip submissions regarding #185's First
Session Tips request that I decided to create an
autoresponder for them all and highlight a few of them in
this week's issue. Thanks! You can get Supplemental #16 for
free by sending a blank email to:
firstsession@roleplayingtips.com
Check the bottom of this ezine for how to get an index of
all 16 Supplementals.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
******* Complete Software for D&D 3e - DM Genie *******
DM Genie is your complete solution for managing your RPG
in 3rd Edition or 3.5. DM Genie takes care of the rules
and math so you don't have to! Complete tracking of PCs,
monsters - their items and the effects of spells or
conditions; write and run adventures; generate random
treasure and weather; and much more!
***** Download the free trial at www.dmgenie.com ! *****
Return to
Contents
8 Campaign Starter Tips
- The Gathering, The Hook, The Glue
From: Brian W. M.
When planning a new campaign I think in terms of overall
campaign feel. Then I think in terms of getting the campaign
moving. How am I going to gather my PCs together? What is
the hook that will put the PCs on the adventurous path? What
will keep the group glued together? Now, if you are starting
a campaign, hopefully you have floating in the back of your
head ideas for major story arcs in the campaign. Use these
arcs and themes as inspiration for your campaign start-up.
I also feel you need to introduce the players to the
campaign villain. Even if they don't know this NPC is the
villain it's just good story etiquette to at least introduce
him (even if it is as a friend or mentor or thru one of the
villain's lackeys). If not the campaign villain, at least
the first major level boss they will encounter (something
more than the bad guy at the end of the first adventure).
This article assumes that you have an adventure you want to
get the players into.
The Gathering
The key to the gathering is veteran players and any players
that have GM'd before. They should know the position you are
in and will help pull the group together. Your players will
buy into whatever fabrication you create to all be together-
-any reason will do. Use one and move on to the hook. The
gathering will strain the suspension of disbelief to its
limit, which is why you don't linger waiting for PC
interaction at this point. This is all OK; your players will
remember the hook, not the reason for the Gathering.
Some Background Ideas:
- Pair or team up characters likely to be together. This
increases plausibility.
- Same race
- Similar profession
- Friends or relatives
- A cop and a criminal (in custody)
- Require players to provide reasons why they are in
whatever starting location (city, town, prison) the
gathering is being held within; although, the burden of
why they attended the gathering is still on you.
- Coincidence. Have them at the right place at the wrong
time.
- Thrown in the same jail
- Owing the same guy a favor
- Sitting in the same bar
- Stopped in different cars at the same red light
The Hook
Any outside force acting on the gathered players as a group.
Combat recommended. If not combat, some kind of conflict
targeting or involving the group as a whole.
Some Ideas:
- An Ambush.
- On players
- Between 2 other parties with PCs caught in the crossfire
- A cry for help (legitimate or as part of an ambush). Have
faith in your players to respond. Another twist is to
have a legitimate cry for help from a bad guy.
- A pronouncement from on high (loss of free will).
- A sentence (like exile)
- A request or demand for aid. "Rescue my daughter."
("Please" is optional.)
- Powerful NPC putting a group together to perform X task
(again loss of free will) and incorporates the Gathering.
- A newspaper to research articles
- A King to spy on neighbors
- A deep cover spy to report back information
- A new unit in a mercenary group
- A dilettante to mount an expedition
- A college to research anything
- A guild to acquire any rare item
- The FBI to consult on x-files
The Glue
A reason for the group to stay together after the Hook.
Sometimes provided for in the hook.
Some Ideas:
- Loot that leads to actual adventures or side quests.
- From a dead body (party must find a place of safety to
split up)
- Group acquires and then loses (or it's taken) something
important (adventure becomes one of reacquisition)
- A written document the players can't read on the spot
(foreign language, code)
- A chest or box they can't open on the spot (and can be
taken by villain's faction before they open it)
- A magical or significant item that points towards
adventure
- Betrayal. An NPC ally, protector, or mentor used in the
Gathering now screws the PCs and gets away. The adventure
becomes one of pursuit.
- Ally. An NPC the party saved (from death, usually) turns
out to be a potential patron, mentor, ally, or just someone
with a plot lead into the actual adventure.
- Cry for further assistance (reward optional)
- "You are so brave you must rescue my..."
- "You are so noble and of such good character I can only
trust you to..."
- Reward
- "Seeing as you saved my life all I can offer you in return
is this map showing the location of..."
Conclusion
In many cases, it will be easier to start with a close look
at the hints the party needs as seeds to the first
adventure, and then backwards engineer how to plant the
seeds of that adventure and your campaign within the
framework of The Gathering, The Hook, and The Glue.
In the aftermath of these initial encounters, the characters
will start to interact as they now have common experience
binding them and serving as an icebreaker. I usually do not
even bother with asking players to describe their characters
to each other until this process is complete. I have also
found that the players will define much of their character's
personality during this initial campaign set-up period and
diving right in gives them time to formulate ideas in their
own minds about their characters before committing to them
openly. Separating the campaign start-up into these three
concepts has helped me launch my games with faster immersion
and better character development. Hopefully they will help
you as well.
Return to Contents
- Find An Event, Make It Different, Leave A Mystery
From: Otto Cargill
Starting a campaign can often be more difficult than
continuing an already established one. This much is obvious
since, once a campaign is started and characters are formed,
it is easier to create adventures based on previous events.
To help, here are some of the methods I use based on my
Weird Wars: Blood on the Rhine campaign set late in World
War II.
- Find An Event
Whether your campaign is fantasy, historical, sci-fi, or
horror, there is always some event in that world's history
that you can get your characters involved with. My own
campaign started June 6th, 1944 with the characters arriving
on the beaches of Normandy. Setting your first adventure
around major events gives the opportunity for high energy
and exciting intros. Picture your characters helping to shut
down the energy shields on Endor or assaulting Isengard and
you immediately have setting and motivation.
- Make It Different
While everyone knows what happens at D-Day, Endor, and
Isengard, the events may be different from an individual
aspect or because of a different set of circumstances. With
my beach landing, the characters experienced the terror of
approach, the shock of artillery, and the beaching of their
craft. All happened during the true events. However, upon
reaching the beach, the PCs found less resistance than the
players and the PCs expected. As anyone who's seen Saving
Private Ryan can attest to, a quiet beach with few guards on
D-Day is unusual to say the least.
- Leave A Mystery
So you have your players expecting one set of events based
on their knowledge of the history or storyline and you have
just thrown them a curveball. They may have passed the
initial trial by fire but you can't give them the entire
ball of wax. For example, my soldiers storm the beaches,
take out a machine gun nest and begin investigating the
strangely quiet trenches along the area. Behind the scenes,
an SS Blood Mage has already vaporized the information and
evidence in the German command center as well as witnesses
who were too low ranking to know as much as they saw. When
the players reach the scene all they find are scorch marks,
burned corpses, and strange runic marks. This gives them a
little scare, some information about the villain, and
hopefully sparks enough curiosity that they come back next
week for the second adventure.
Be creative and exciting in what you do. Your first
adventure can set the tone for your entire campaign and
establish most of your initial adventures as well.
Return to Contents
- Preparation Tips
From: Morgan
Johnn,
Here are a few ideas for what to do on a first adventure.
First, have a basic idea of the backstory for your plot. It
helps quite a bit if you can do a little foreshadowing of
things to come, or have some hints dropped here and there.
There was a very good article on prophecy a few issues ago,
if I recall correctly. If you have your backstory plotted
out, it's not difficult to drop some prophetic hints out
there to help "reel them in."
[ Editor's Note: Check out discussions on the use of prophecy
in the following issues:
http://www.roleplayingtips.com/issue172.asp#r2
http://www.roleplayingtips.com/issue165.asp
http://www.roleplayingtips.com/issue162.asp
http://www.roleplayingtips.com/issue150.asp#8
http://www.roleplayingtips.com/issue127.asp#r2
http://www.roleplayingtips.com/issue71.asp#r2 ]
Second, another item of pre-game preparation. Work with the
players on the backgrounds for their characters. Try to get
their backgrounds involved with the world. Bear in mind that
the player or the character doesn't necessarily have to know
the details of what you come up with. For example, a
character could be a farmboy from a backwater planet, but
the GM decides he has a history that will play a major part
in the upcoming war against the evil empire. Once you have a
handle on character backgrounds and such, it's easier to
give them bits and pieces of info, roleplay, and the odd
prop to help get them feeling involved.
Third, reducing the fumble factor is even more important,
IMHO, for that first game. You want to have your notes
prepared and easily accessible, any props ready to hand,
encounters prepared, and contingency plans for when those
pesky players decide to go down the EAST branch of that road
instead of west...
The first game, more than any other, should go smoothly.
Think of it as your "first impression," so to speak. Even if
you have played with your group for quite some time, and
this is the third campaign you've run, it's still the first
impression for that campaign.
Fourth, during game play, watch for opportunities to help
the players get into character. If you have a character
with a predilection for helping the downtrodden, give him a
few downtrodden to help out. If you wish, they may even
come back in future episodes. Perhaps that old beggar the
paladin helped out of the way of a rushing wagon comes into
possession of information the paladin would find useful
later. Take copious notes of odd events and such.
Fifth, more notes. The players go to a tavern to talk. You
didn't prepare extensively for that contingency so you use
your favorite method to craft a fine tavern from scratch
(more on this later). Take notes of your creation. Jot down
the name of the place, the name of the barkeep, perhaps a
bit of description. You never know, if your players stay in
that town for a while, it may become their regular watering
hole!
Finally, a note on on-the-spot creation. We've all had to do
it. Tavern names, NPC names, etc. I recommend three things.
- A good naming book. There are authors' tools that are
specifically designed to help with character naming. Baby
name books are a moderately good source and economical.
- I highly recommend AEG's "Toolbox" book (SKU #8514). A
plethora of charts, tables and other randomness. A few dice,
and some jotted notes, and voila, the contents of a library.
- Another product I recommend highly, that, with a modicum
of effort, is usable with the two aforementioned items. If
you have a computer handy at your gaming table, the
Tablesmith program is excellent.
(http://www.mythosa.net/Utils.html)
Return to Contents
- Make Simple PCs And Pick A Star
From: Rodrigo C
Hi, I'm from Mexico City and have been a Game Master for
about 8 years. The games I have directed so far are Star
Wars (West End version, my favorite), Vampire the
Masquerade, Sabbat, Mage the Ascension and the Technocracy.
I've been asked to direct games on strange occasions and
many times I have started short chronicles just for the fun
of it, or to show "normal" people what RPGs are all about.
So, many times I have faced the "first adventure" situation.
I have some tips here.
- Make the simplest characters first. If you are a new Game
Master, or your players are new and naive, don't start
playing with complex, multiclass, alien or strange
characters. Use the simplest templates first so everyone
will know what to expect in terms of roleplaying. This will
make a rich, simple, and funny chronicle without the kind of
conflicts strange characters tend to generate. Later on,
everyone will look for the complex characters and maybe that
will be the source of fun, but that's not for the first
session.
- Use the cliches that work for the particular setting.
Picture the first thing that comes to your mind with the
title of the game. This encourages you and your players to
give their best and have fun. For example, in Dungeons and
Dragons, you should at least use a Dungeon as a part of the
first adventure. In Vampire games I always play the
"feeding" part for the first session (it's always fun to
watch new born vampires trying to feed from humans without
breaking the masquerade, they always fail and some
storytellers *never* make their players play this
seriously).
- Pick a starring character for the first chronicle and
"make" everything fit into their story with the other
characters. The "favorite character" should just be the one
that you are more drawn to, because you are human after all,
and you have your tastes and preferences. It's easier to
make a natural story about a character you like already.
RPGs are very subjective (rules are a tool, they should not
bind you right?). It doesn't hurt to have a favorite
character the first time, and gives you a leading vector in
the first session.
Most action pictures use this principle. There is a leading
character whose story we follow and one by one the rest of
characters start to join the chronicle. Use as example the
Final Fantasy Games, or the first movie of X-Men, where you
start with two characters who already know each other or who
make acquaintances in the first battle and then start to
know the rest of the allies as they make new opponents. Good
mechanics, I guarantee. Also, I recommend to pick the
character with the most "social" attitude, like a leader, a
commander, an artist, etc.
I wish you luck and fun in every new game you play. All
these tips are proven with new and old players, and with
many different settings. I hope they work for you too.
Return to Contents
- Start With Action!
From: Mark L. Chance
http://www.anubium.com/
Start your first session with action, meaning a conflict or
problem of some sort. Once characters are made and you've
set the initial scene, either give each player a reason or
have the player give you a reason why their respective
characters are at the scene. Then, once the scene is set,
break into the action. Here are a few things to keep in
mind:
- Ensure the characters are the people at the scene most
capable of dealing with the sudden problem.
- Keep the number of extras in your scene to a manageable
number. You don't want the NPCs overshadowing the characters
or diverting too much attention away from the characters.
- Have at least a brief backstory explaining why this
particular trouble starts at this particular location. It
doesn't matter if the characters don't have a clue about
this backstory while the excrement hits the revolving
blades.
- Don't worry if none of the characters know each other in-
game. It doesn't take players long to figure out that, yes,
that other fellow is a player character and we're supposed
to end up as an adventuring group. In other words, the
starting action provides a convenient cover for the metagame
aspects of party formation.
Starting right away with action has several advantages to
the standard meet-and-greet in a tavern.
- It gives the players the chance to try out their
characters immediately.
- Action is more exciting than inaction. Keep in mind:
Action is not limited to violence or chases, as anyone who
has ever watched a spirited parliamentary debate can attest.
- The event itself can serve as a springboard into other
scenarios. An NPC who witnesses the characters at work may
be impressed enough by them to pay for their services. The
opposite may be true as well: An NPC witness may label the
characters as potential troublemakers or even threats.
Of course, a good example always helps. Here is an initial
scenario I used for a Stormbringer campaign several years
ago.
The opening scene was a merchant ship sailing to a bustling
port city. Each player had to submit to me why they were on
the ship and whether or not this reason would come up in
conversation. I had a handout ready that described each
character and the few major NPCs. It also included tidbits
of background information that could be deduced from being
at sea with said people for several days. The starting
action was a poker game in which the various characters were
either participants or spectators. One NPC gambler was a
vengeful sorcerer. Another was a wealthy merchant.
During game play, we actually played cards, using poker
chips as gold pieces. Conversation was in-character. At an
appropriate time, I let slip to a player that the sorcerer
was cheating. In-game, I used two decks of cards, one
stacked so that I could pull the sorcerer's winning hands.
Immediately, accusations fly. Since only one character saw
the cheating, not everyone was inclined to believe him. Even
a few rounds of violence erupted before more level heads
prevailed. The poker game accomplished several goals:
- It introduced all of the characters as well as a few
key NPCs.
- It gave everyone a chance to briefly see how combat
works, which was important since no one had played
Stormbringer before.
- The wicked sorcerer was set up as both a villain as well
as someone with an axe to grind against at least one
character.
- The merchant, impressed by how needless violence was
avoided, was impressed by the coolness under fire of other
characters.
- Most importantly, it was fun.
Once in town, the merchant provided my hook to create the
party, hiring the characters on as bodyguards for an
overland journey. The time in which the characters took care
of personal business and made ready to accompany the
merchant gave the wicked sorcerer time to plot his revenge
against those who had embarrassed him.
Voila! The campaign had begun!
Return to Contents
- Use An Urban Setting
From: Mark W.
I find city adventures an easy way for new/low level PCs to
get their feet wet. There are a lot of hooks that a DM can
use in a city setting depending on what the DM and/or player
want to do. Ranging from hack & slash style (taking out a gang
of thugs, joining a gladiatorial fight) to more storylinish
adventures (spywork, diplomacy, or just job work can be fun
in the right frame of mind). The characters typically are
residents of the city/town and as things start I throw out a
couple different hooks and see what the players take
interest in. They are free to take one or all or I've even
had parties make a plot line up that I didn't even think
about.
Best thing about this kind of adventure session is that if
things get out of hand and there is a good chance that the
party will be wiped out I can easily come up with day-
savers, such as town guards coming to the rescue, a passing
cleric or paladin, or an NPC inadvertently finding the clue
that's stalling the adventure. Not that these hooks are new--
I just find that in a city setting they are easier to
believe.
Return to Contents
- Use Unusual Monsters Or Foes
From: Zleviticus
I like to go through a monster catalog and mark monsters
that the PCs could handle. I then start to think of a way in
which I could use them for the first adventure. I think that
the old kobold, goblin, orc routine at first level gets
boring and overdone, so I do something different. I have
more fun this way and it makes the PCs think "what have we
gotten ourselves into!"
Return to Contents
- Roleplay The Set-Up First, Then Make PCs
From: G.M.
One of my tricks is to ask the players, before the game
session and characters are crafted, what their character
would do in the opening scene. Whether it's by email,
Instant Message, or in person, this allows for a little
roleplaying before everything starts.
I always have a "hook". For instance, in my current
campaign, all my PCs, for one reason or another, answered an
ad for a group of mercenaries. But I also allowed the
players to tailor their first introduction to the new
campaign world.
Because this is done before the session where everyone
pounds out character sheets and dice rolls, it gets the
players thinking about their character and what they can
plan for them to be--the first step towards a well-rounded
character. Even the hack-and-slash players in the group like
this, even if it's just "Tunk probably comes to the meeting
to see who he can beat up." It's a chance for them to have
my undivided attention for a few minutes. Those who are avid
roleplayers (those who write 15-page backstories) will spend
an entire hour, sometimes, actually RPing the first
encounter with my NPCs and the environment.
What this allows me to do is to immediately drop the PCs
into interaction with each other once we start playing. I
don't have to ask for descriptions and actions, I can
narrate the entire "opening scene" without interruption, and
spotlight each of the PCs for a moment.
Don't be afraid to play by the rules of the world either. If
getting in a bar fight would get them all arrested or thrown
out of the city, and they start that bar fight, then throw
them in jail. (But make it seem like that was the last thing
you expected them to do.) If you've GMed before, you've
learned that they can usually get themselves in far more
trouble without any help from you than you could ever dream
of getting them into.
If nothing else, make the first session detailed. Describe
the random street goons. Give specifics (even if you make
them up on the spot) of every building they enter. Put 3
alehouses in the city instead of one. Hand out a map showing
every major street and location of the city, or every city
and large town in the area. Make your plot hooks numerous
and varied and complicated if you want. They've got all the
time in the world (or campaign) to pick one and follow it.
Make them big, or subtle, or both. Go for "cinematics."
You're going to be buried in plotlines in later game
sessions, now's the time to play around a little bit.
* * *
For more campaign starter tips, also see:
6 Tips On How To Bring Disparate Characters Together
http://www.roleplayingtips.com/issue157.asp
6 Tips For Starting & Planning A Campaign
http://www.roleplayingtips.com/issue97.asp
Adventure Writing Tips: The Goal Reversal & The 9-Act Format
http://www.roleplayingtips.com/issue36.asp
Campaign Structure Part I
http://www.roleplayingtips.com/issue15.asp
Campaign Structure Part II
http://www.roleplayingtips.com/issue16.asp
Return to
Contents
***** NEW STUFF, CHECK IT OUT! *****
New arrivals this week include Planescape,
Al-Qadim, Star Wars RPG, and Shadowrun!
Have you seen The Ultimate Game Designers Guide
or the Ultimate Feats book yet? Coupon code RPT5
gets you D&D 3.5 books for only $24.95 each!
***** www.TheHeroFactory.com *******
Return to
Contents
Readers' Tips Of The Week:
- Campaign World Theme Ideas
From: The Dungeon Master's Guild
http://groups.yahoo.com/group/dungeonmastersguild2/
[Comment from Johnn: Here are some campaign ideas snarfed
from a thread from the Dungeon Master's Guild Yahoo! group.]
- I ran a very fun D&D game where I stole the basic idea
from the Redwall novels by Brian Jacques. All the characters
are different anthropomorphic real world animals. For
example, the fighter might be a badger, the thief a rat, the
wizard a shrew.
Like the Redwall novels, I kept the PCs animals among the
smaller creatures and mostly ground based, the focus being
on mice--kind of like the Mrs. Brisby books as well.
It was a lot of fun and you can make up new stat mods for
them...
- The George Lucas Uniclimate planet--like Lucas did in the
Star Wars movies. Endor--the forest planet. Hoth--the frozen
planet. Tattooine--the desert planet. Coruscant--the
technology planet. You get the idea.
- Active Volcano Island. Large chain of islands still being
formed by active volcanoes. Less incentive to build
permanent structures. Haven for fire elementals. Dungeons
and catacombs (that possibly contain huge amounts of wealth)
being filled with lava.
- Dark City world--see the movie, go from there.
- Silicone based world--instead of carbon based. Different
energy sources. Also gives the DM more freedom to play
around with creatures. Use the templates of existing
creatures, just change their appearance. Less player
knowledge incorporated into the game.
- Steal another plane of existence and use it as your base
plane--just look in the Manual of the Planes.
- Change one very important characteristic of Earth. One
change could affect a lot! Two moons--crazy tides, different
cycles, extra lycanthropes. Heavy gravity/light gravity--
could change musculoskeletal system of all creatures,
affect magic, who knows. 70% land, 30% water = water
shortages, more and different civilizations, go crazy.
- The Smoke Ring. Hijacked from Niven, the world is a ring
of air around a star. Towns, cities, and so on, are on
clumps of vegetation orbiting the star. Hotter in closer,
cold farther out. A large (3-4 earths) clump of old decaying
vegetation collects debris from the rest of the ring with
the interior being very nasty with fungus, etc. I ran my
players through some of this and they voted that this world
was the hardest for them, even when they had a magic carpet!
- Psi-kings rule the world with everyone else being thralls
to their will. Adventurers are anarchists/servants...
- Fantasy world inside of an Asimov-style galaxy. Characters
can slowly figure this out. Yes there is a space port on
their world but it is far away from where they hang out.
This one could go in almost any direction.
- Souls escaping the afterlife. Could be brutal and short if
escaping from the nether regions. How about evil souls
escaping from the good-aligned planes?
- Souls journeying to "the Good Lands". The Egyptian
mythology has the souls making an epic journey to reach
their reward. The adventurers start out with their funeral
gifts, but these could be taken from their tombs which would
make the items disappear on the PCs' end.
- "When in doubt, close your eyes and pick any two GURPS
books off the shelf at random." -- Robin's Laws
- Robin Hood/Voodoo: valiant swamp-fighters seek to defend
helpless peasantry from immoral voudon priests and their
zombie minions.
- Ancient Rome/In Nomine: Celestial and Ethereal beings wage
a secret war with the fate of a mighty empire hanging in the
balance! (PCs may either be members of said empire or
celestial beings, depending on level of campaign).
- Aztec/Scarlet Pimpernel: A secret group of feathered
warriors seeks to free noble prisoners destined for
sacrifice to the Jaguar-Headed God. General campaign might
focus on strife between bloodthirsty men in power and those
seeking to overthrow them.
- Cliffhangers/Ancient Greece: if your players aren't
imagining Ray Harryhousen claymation monsters, you aren't
running this one right. Perilous sea voyages, dangerous
oracles, gods on earth, mighty heroes, monsters, and an
honest-to-goodness precedent for chaining helpless maidens
to a rock.
- Espionage/Middle Ages I: a game of court intrigue, with
Italian poisoners, French high society, plots, alliances,
and counter-plots. For a James Bond/Espionage feel, involve
some alchemy and/or small clockwork devices.
- Warehouse 23/China: the Celestial Emperor and the Khan vie
for possession of mystic artifacts that will enable one or
the other to conquer this world and others.
- Swashbucklers/Cthulupunk: in a world dominated by Spanish
gold and the Inquisition, where the free-thinking
Renaissance has been crushed under the heel of tyranny, a
shipful of brave truehearts must stop an ancient evil from
rising from the depths of the ocean...
- Plague world: something like the dark ages in Europe. Very
low magic, high ignorance and superstition, lots of disease
and hardship. Based on modified or old (inaccurate) maps of
Europe.
- Water world: minus Kevin Costner. (Could also be based
more on C.J. Cherryh's 2nd Gate book "The Well of Shiuan").
- Altered atlas: take a high detailed modern map of Toronto,
Detroit, Nagoya, or any big city that's far away from where
your players live and use it faithfully as the location for
all the adventures. Maps of the metro system, underground
shopping malls, uni-campuses might all make excellent
dungeons. Change the place names (or don't), add magic and
monsters.
- Bird world: I used to have an old Audubon field guide for
bird watchers. Thinking back on it, all those entries and
profiles kind of reminded me of character description.
- No surface: how about a campaign world that is endless
dungeons and caverns. Like the Underdark, I guess, but
emphasize the fact that there is really no surface. None,
nowhere.
- The Cube: anyone see this movie? It's essentially a brutal
dungeon crawl, with zero-level characters, no EQ, and
nothing but hellatious traps.
Thanks to the following for thread contributions: JB, OPper,
Vahjra the world builder, SCA Bard, Joshua B.
Return to Contents
- Monster Communities
From: Kelvin G.
[ re: http://www.roleplayingtips.com/issue185.asp#r3 ]
Hi Johnn,
Sean makes a very good point here, with respect to
population distribution of intelligent races. If you pay
attention to some of the details written in the D&D 3E
Monster Manual, you'll find that you can reconstruct what it
is like in an alien community. I'll stay away from beholder
and illithid and yuan-ti communities, since they've been
done to death, but taking Sean's gargoyle example, it is
possible to get some insight into gargoyle society:
- Most probably hierarchical according to size and strength
- Most likely to dwell in small communities, with the elite
of the society banded together into hunter groups that
specialize in deadly, surgical ambushes (capitalizing on
their ability to stay motionless for long periods - ideal
assassin/sniper)
- Most likely to have long periods of inactivity punctuated by
short bursts of intense activity
- Species propagation most likely via budding, or character-
istic avian-like eggs
And so on and so forth.
By spending some time constructing monster societies like
this, one can build up a very rich world that is not
necessarily dominated by the typical
human/elven/dwarven/halfling mix. It also sets the tension
for a campaign: a community of gargoyles, split by their
ideals, one faction seeing the benefits of peace between the
races of the Underdark, sets out to craft an alliance
between drow, gargoyle, duergar, and grells.
The other faction, disbelieving of the peace possibilities,
but unwilling to hinder the first delegation (hedging their
bets, who knows, it might actually work!), stay back home
and continue on with life.
And yet another faction, drastically opposed to such an
alliance for whatever reason, brings in the PCs to help
disrupt the meetings with guerilla attacks, chuckling with
glee when the PCs suddenly find themselves caught between
everybody as scapegoats. How will they get out?
In this way, the sky is the limit!
Return to Contents
GMs! Tired of missing players in games?
Looking for alternative communication for traveling players?
Thinking about broadening your player base?
Email not fast enough? Sick of message boards?
Try the next big step in -your- games.
Enjoy the flexibility of the IRC medium. It's free!
http://www.darkmyst.org
We're everything you need, and more!
|
|
|