PRELIMINARY POST
I have ideas brewing in my head for a 5e D&D campaign (some of them suiting D&D as a setting for specific reasons). As a brief overview of where the GM thought-process is going: level 1 PCs, characters made as a group during 1-2 sessions. Making PCs as a group helps avoid overlap in abilities and figuring out how you want the group to mesh together on meta levels etc. which can be pretty useful. Plan to run it in game1 via Sparkie so we’ll be going more Theatre of the Mind than using grids [unlike 4e, one can do this with 5e]. If you have a character concept that you feel NEEDS grids (for tactics or what have you) chat with me and we’ll work stuff out OOCly. Expect PCs to level every 1-2 sessions early on, 23-4 later on.
Note: if players avoid certain classes, supplements can be worked out. EX: Potion Hut and Potion World supply ample healing potions and will compete for the business of your adventuring party. NPC hirelings to cover a missing class/skill/talent the group wants is entirely possible as well. They may, or may not, be named Bob.
Campaign-wise: the world is made up of varying small city-states with 7 known god and the existence of spells above level 5 is the stuff of myth and legend. (Cue PCs eventually becoming, you know, myth and legend :)) As the world is built on the back of many other nations etc. - and perhaps even gods, but that would likely be heresy to voice aloud, there is very little ore, minerals etc. that is safe to mine. As such, most coinage, supplies, magical relics are recovered by adventurers and sold/traded to the world at large via larger towns and cities in essence. You are rare - because it takes a long time to train people to reach even level 1 and also because not all adventurers last/survive to higher levels - and rewarded for that rarity with boons, gifts etc. as the game progresses.
Note: if players avoid certain classes, supplements can be worked out. EX: Potion Hut and Potion World supply ample healing potions and will compete for the business of your adventuring party. NPC hirelings to cover a missing class/skill/talent the group wants is entirely possible as well. They may, or may not, be named Bob.
Campaign-wise: the world is made up of varying small city-states with 7 known god and the existence of spells above level 5 is the stuff of myth and legend. (Cue PCs eventually becoming, you know, myth and legend :)) As the world is built on the back of many other nations etc. - and perhaps even gods, but that would likely be heresy to voice aloud, there is very little ore, minerals etc. that is safe to mine. As such, most coinage, supplies, magical relics are recovered by adventurers and sold/traded to the world at large via larger towns and cities in essence. You are rare - because it takes a long time to train people to reach even level 1 and also because not all adventurers last/survive to higher levels - and rewarded for that rarity with boons, gifts etc. as the game progresses.
(OOCly, there are potential downsides: NPCs may think the PCs vastly more powerful than they are and you are going to run into ruins/dungeons/ancient keeps that are far above your paygrade at any point. Most of the ‘easy’ stuff will have been done by other adventuring groups over the last century or so.)
Flavour-stuff: Infernal entities (and the language) are almost unknown, along with most high level monsters, magics etc. It’s been a few centuries since empires and kingdoms fell apart in various wars and left a series of city-states rather than vast kingdoms or empires. Feywild and Shadowfell are locations in the world, the elemental planes are known to exist to the adventuring class, but details tend to be not well known. The Underdark has mostly been taken over by a great white wyrm and its allies, so the drow exist bitterly on the surface and there is one city-state that is mostly inhabited by goblins, hobgoblins, orcs and ogres.
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