Silverlion
Legendary Pubber
- Joined
- Aug 28, 2017
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Before Covid, I was running a D&D5E campaign in my setting: Idress, the Forge. The campaign began with the characters being awoken in a tomblike structure--they'd been dead a long while, slain by a soul-drinking sword, Mhoraighl. Due to some strange twist of luck their souls were not fed to feed the sword master but 'stuck' inside the blade. It was shattered ages ago, but it took the Powers-That-Be time to find the shards that held souls and gather the power to return them to life. It went well into COVID and moved online, but we had severe player attrition. Eventually I died when one player had a tantrum only marginally related to gaming but outside this game. It left me uninterested in continuing
However, I love the idea, the campaign structure is pretty solid, and while it has 'beats', or things players must discover to change the dark grim world of the Forge, it relied a lot on exploration. Albeit not hex-by-hex as the heroes knew they had to gather the remaining shards and face a number of empowered people who made deals with the sword's master.
I worked really hard to tie in character backstories I gave them (in part since they were amnesic but gave me broad strokes of who they were.) I'd like to use the world map, the campaign frame, and the beats--but all new villains besides the one lone big bad. Of course, there is MORE to the story than just fighting him someday, and in fact, I might want to tell more of his story as they seek the shards and fight his minions. However, I realize I don't at all want to touch D&D in any way with the game. I'm considering Fantasy Age, PDQ, and other systems at the moment.
SO questions.
How do I relay the villains' backstory? Memories from the sword (he never wielded it, just made it), or letters, or simply stories passed down into legend?
Now the big-villain had reasons--GOOD reasons to do what he did, at first. So any ideas about what could lead a man into deep darkness and basically throttling light and life in the world?
My original idea may be good, but I might want to revise it.
How many ages should the people be from? In the original game I allowed characters from everything from things resembling Ancient Greece on up to the era just before guns in the western world.
Now I'm huge fan of classic fantasy races, yet in 5E I sort of allowed all the core races, although that somewhat decided their time period Dragonborns came early when dragon s and men weren't too different, and Tieflings come from after the Hells have fallen to the sword's master, as he sucked the marrow out of the existence of both heavens and hells, for example.
I want to restrict it to only 4-5 core species and ages, and avoid the fantasy circus/Star Wars Canina of fantasy.
Now game systems will have a lot of impact on magic so I can't ask questions on that until I cement the system.
Now, with that done.
Do you have any campaigns that never went from start to finish you want to see completed? (I've about a dozen)
However, I love the idea, the campaign structure is pretty solid, and while it has 'beats', or things players must discover to change the dark grim world of the Forge, it relied a lot on exploration. Albeit not hex-by-hex as the heroes knew they had to gather the remaining shards and face a number of empowered people who made deals with the sword's master.
I worked really hard to tie in character backstories I gave them (in part since they were amnesic but gave me broad strokes of who they were.) I'd like to use the world map, the campaign frame, and the beats--but all new villains besides the one lone big bad. Of course, there is MORE to the story than just fighting him someday, and in fact, I might want to tell more of his story as they seek the shards and fight his minions. However, I realize I don't at all want to touch D&D in any way with the game. I'm considering Fantasy Age, PDQ, and other systems at the moment.
SO questions.
How do I relay the villains' backstory? Memories from the sword (he never wielded it, just made it), or letters, or simply stories passed down into legend?
Now the big-villain had reasons--GOOD reasons to do what he did, at first. So any ideas about what could lead a man into deep darkness and basically throttling light and life in the world?
My original idea may be good, but I might want to revise it.
How many ages should the people be from? In the original game I allowed characters from everything from things resembling Ancient Greece on up to the era just before guns in the western world.
Now I'm huge fan of classic fantasy races, yet in 5E I sort of allowed all the core races, although that somewhat decided their time period Dragonborns came early when dragon s and men weren't too different, and Tieflings come from after the Hells have fallen to the sword's master, as he sucked the marrow out of the existence of both heavens and hells, for example.
I want to restrict it to only 4-5 core species and ages, and avoid the fantasy circus/Star Wars Canina of fantasy.
Now game systems will have a lot of impact on magic so I can't ask questions on that until I cement the system.
Now, with that done.
Do you have any campaigns that never went from start to finish you want to see completed? (I've about a dozen)