Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts

Friday, October 7, 2011

Iron Chef Adventure Challenge: D&D Style



As I previously mentioned Mike over at Swords & Dorkery has begun a little contest using the old TSR Collector Cards. You can go to his blog to see the full details. Basically we are to open a pack of TSR Collector Cards which contain 16 cards each. Our task is to design an adventure using at least half (8) of the cards in the pack we open up.

I was torn between participating in the contest and helping to judge since Mike said he may try to enlist some of our gaming group to help in picking the winner. My only real concern was whether or not Mike planned on using any of the entries in our new Campaign starting soon. Since he informed me that he did not plan on doing any such thing it left me free to decide how I wanted to participate. I decided to enter the contest and opened my pack Wednesday night. I ended up with 4 Spelljammer and a couple of Greyhawk cards. I figured between the generic cards, the couple of Greyhawk and a Forgotten Realms card I should be able to pick 8 to use for my adventure.



Here are the cards I ended up with:

Magical Quill
Human Barbarian
Magical Canoe
Magical Potion
Magical Chariot
Saskan
Pyros Silverbane
Ferret Familiar



All in all I think I ended up with some good luck. Very quickly I had an idea of what the adventure would consist of. Now I just need to decide the details, weave it all together and figure out the layout of how to present my adventure.

This sounds like a very fun and interesting contest and I would highly suggest checking out Mikes blog if you are interested in taking part. I don't know how many entries are available or how many have already been spoken for but the end products are certainly going to be interesting!

Wednesday, October 5, 2011

5 GM Rotating Campaign Update and more.


Well it appears that we are still moving forward with our grand idea of starting a new campaign using 5 separate DM/GM/CK (Game Runner). We have had two sessions simply trying to hash out the details with a third to follow tonight. We should end up with a summary of what we want to do as well as possible briefly play test a thing or two. The question was posed today via email if anyone had a list of what we had decided on. It turns out we only had some notes from our initial discussion session but forgot to get anything from the last one.

Luckily Mike had some notes and Tom and John recall some of the things we successfully hashed out. There are a ton of emails that could be rifled through looking for answers if it comes down to that. The discussions for this campaign have definitely been the most email activity our yahoo group has seen since I joined. There have been a couple of times several of us have felt simply overwhelmed and decided to hold off topics until face to face discussions.

The only things that I know for sure that has been decided are we are:

Core System - Castles & Crusades
Campaign Geography - Multiple islands controlled by each DM with a central common island for HQ
PC Starting Experience - 6006 which is 3rd level for most if not all classes.
C&C Primes - ALL races get 3 prime attributes of +5 and +1 to non prime. Humans get +6 for the 3 primes.
Demi-Humans are allowed
No planar travel
Demons & Devils are considered "Monsters" so they may appear in the campaign.
No physical manifestations of Gods
Death & Dismemberment table created and agreed upon

There are still a lot of things up in the air but should fall into place tonight hopefully. Some things we are still tweaking or working out details of are:

Age for weapons and armor - this is either going to be medieval or roman
Campaign settings of each island
Gold & Encumbrance - Working out tweaks to use Lamentation of the Flame Princess chart
Religion yet to be decided
Aspects or Allegiances used in place of alignments for hooks and to encourage stories and RP.
Hero Points system which will be connected to the above mentioned Aspects.
Initiative

As you can easily see there is a lot to take care of still but once decided on and typed up I think we will end up with a great campaign that we will all enjoy. Either that will happen or we will all end up hating it due to everyone making compromises along the way!

I also wanted to point out two other things.


1.  Mike is running a really fun contest over at his blog Swords & Dorkery using TSR CCG packs to design an adventure. Go check it out here:  http://mikemonaco.wordpress.com/2011/10/03/iron-chef-adventure-challenge-add-collector-cards/


2. As if I have free time on my hands I have created another blog which will showcase my new Malifaux gaming addiction. I was going to post them here but I wanted to keep my d20 and skirmisher gaming systems separate. If you are interested in those types of game though, please check out my new blog Table Top Breach here: http://tabletopbreach.blogspot.com/

Thursday, September 15, 2011

5 DM's, 7 Players... LOTS of ideas!

Let me first explain that we have a total of 7 players going into our new campaign. Of those 7 players 5 of us are going to rotate being DM. This will hopefully ease the burnout effect of constantly DM'ing. It should also create new environments as you transition from one DM's game to the next.

Six of the seven players met on our usual gaming night last night to start hashing out ideas and issues. The only player not able to make it was on a cruise but our planning will continue through next week so he should have time to put his input in yet as well.

The first thing we did was decide on which gaming system we wanted to start with and build from there. Some of those mentioned were AD&D 2e, AD&D 3e, AD&D 3.5, 6E and Castles & Crusades. There was also the possibility of creating a complete mix and match of various system features we liked. We ultimately decided on using Castles & Crusades as our base system.

From there we began listing topics we wanted to address and figure out how our campaign would handle them. These ranged from religion, magic, survivability, treasure, money sinks and action points. There were many more but you should be able to get the general idea of our process from that. We quickly discovered our views and opinions varied on almost every subject. However, it was a great brainstorming session with much accomplished in the hours spent together.

At this moment we have decided that each DM will have a large island mass to build their world on. This is approximately the size of England. We wanted there to be enough space to have different areas but not so large that it would take you months to travel from point to point. There will more than likely be a sixth landmass that will be the common area or base of operations for the adventurers.

The next thing we decided were some ways to increase the survivability of our heroes. This was a hot topic in our emails last week. Our group of gamers range from thinking death should always be present around every corner to the thought our characters should not be average folk but heroes just starting out. We came up with the solution of getting max hit points each time you level rather than rolling the hit dice to see what you end up with that level. We also decided that raise dead would be available but not everywhere in the world. By having the max hit points we are assuming the heroes will be wise enough and durable enough to retreat from battle if necessary and in a timely manner. Lastly, Mike is working on a couple of options for a death and dismemberment table for what happens at zero hit points or below.

We decided religion would exist but I think we are leaning more toward many gods rather than an all encompassing church throughout the world. This may yet change. We also figured we will more than likely do away with the traditional alignments and do an allegiance or aspect system which John is working on some options to present to the group. We definitely want there to be repercussions for doing evil acts but we want there to be more option to role play among the party without straight up arguments and someone needing to have their character removed from the party.

We discussed several possible ways to increase the enjoyment of magic user players as well. If I recall correctly we decided to give magic users the ability to scribe scrolls right from the start. I don't remember what the cost per scroll will be but this will also help us add a money sink aspect to our campaign as well. The choice was made to have all characters begin with approximately 6000 experience making any character rolled up be level 3. This will hopefully get rid of some of the previously mentioned non-heroic characters as well as increase the enjoyment and usefulness of magic users and other classes that start out slow.

This brings us to the subject of experience. We wanted to actually slow the experience gain process so that when your turn came around to DM it wasn't 5 or 6 levels later. What we came up with was a simple solution. Each DM will get 3 to 4 sessions to run an adventure. By the end of that adventure all characters in the party would get the average level of the party X 1000 experience. We originally discussed using the fighter's experience as the base but I simply stated average level of the party in case we happen to not have a fighter. So an example would be a 3rd level Fighter in group would give everyone in the party 3,000 experience points. The first couple of levels may go fairly quickly but by around level 5 or 6 the speed at which characters level up with slow down considerably.

Tom is always a fanatic about weapons and armor so he is working up some options for that. We also want magical items available in the world but not over populated. This was more of an agreement rather than any set method of measurement.

In addition to the allegiance and aspect system that John is working on, he is also coming up with a couple of possible action, hero, awesome points possibilities. This stems from our awesome Old School Hack session a couple of weeks ago. It would need to be tweaked to be used in a traditional d20 system like we are running but I think we can come up with something.

As far as the setting of the campaign goes, we decided on a lower magical fantasy setting without gunpowder and laser beams. There will also be no physical manifestations of gods. However, we decided to leave demons and devils in the world but they are not considered monsters rather than gods.

All in all we accomplished a lot last night even if we didn't work on much of the world building itself. Mike found a game of sorts to use to build a world but I don't know if we are going to use that method or just draw up our own islands. I have found a few island maps to use as guidance if we end up designing them on our own but if not, I am definitely up for giving the world building game a shot too!