Campaign Options

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Herein we list potential campaigns for the group to play. Please refer to them when voting on a next campaign.

Benjamin's ideas

Low-magic Fantasy

A low-magic fantasy campaign in a world based loosely on a fantasy Europe-esque dark ages-kind of setting. The setting and mechanics will be home-brew.

Mechanics

The players will all be civilian "classes", using a freeform skill selection with a player determined aspirational career or class. The more specific the skill, the better it is for specific situations, but the less applicable it will be in general (obviously). Example skills could be the obvious appropriate ones from D&D or similar, like speechcraft, diplomacy, knowledge: whatever, craft: mundane item, brewing, etc; or make up your own (with GM approval/discussion on effectiveness/availability). Some magic related skills are fine, but keep in mind that your character is not, and can never be, a wizard or cleric in the D&D sense.

The career or class title you select mostly exists to give focus and identity to your character as they are played. Your occupation can also say a lot about your place in society, based on how society treats merchants, priests, craftspeople, and so on.

For example: a character could select skills like "appraise item", "haggle", and "knowledge: (locality)", and pick for a career "travelling merchant" or just "merchant". They could also just as well pick for a career something like "quartermaster" or "innkeeper" (though innkeeper may be more difficult to play as a member of a potentially travelling group).

The Setting

Danger lurks in the dark places, but power, too, for those willing to pay the price.

The starting region has the flavor of continental Europe, lol fantasy trope. Cultures mix and trade enough to bring in the occasional people and goods from neighboring regions. This is not a time of empire, but of a collection of generally independent kingdoms coexisting or feuding as it is politically expedient.

Supernatural and magical elements exist, but are not highly systematized, are not easy or well know, and come at a high cost. There are no wizards of the D&D sense, but some may practice alchemy or runic/ritual type magic. There are places of power, most not well known or forgotten, and remnants of old magic that most folk will avoid at all costs.

Similarly, there is no monolithic Church. Think instead of decentralized Greek or Germanic paganism with strains of animism and ancestor worship.

The Story

You all start out as residents of a village on the cusp of townhood at the mountainous outskirts of your kingdom. Until relatively recently, the native people in your area didn't really care or even know much about the specifics of a coup in the capital where the previous King was killed, and the invading barbarian Queen took his place. That is, until her soldiers and officials showed up to reopen the nearly forgotten mines of the nearby mountains. As the mines were made operational, trade and attention were brought to your village for the first time in the memory of anyone living there. The times are changing, and opportunity abounds for those who can change with them.

(Not ready to run)

I will eventually finish my campaign/setting to follow up from my preview test campaign. I'll put more information here as I flesh it out.

Luke's ideas

Dallas: The Television Roleplaying Game!

Return to Pendragon.

Luke will eventually finish his Darklands campaign/system and then I'm sure he'll want to run it.