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Monday, August 5, 2013

Developing a Campaign

Over the past few weeks or so I've been tinkering around with developing a campaign.  This one will use a system that I've put together.  Nothing new, mainly me taking bits and pieces of what I like and gluing them together.  I'm not sure if everything will work, but that's part of the fun.  I plan to inflict it on my group in a couple of weeks.

I've been using a lot of help from blogs and supplements so I don't have to do all the heavy thinking.  I want to make a page to show which products and whose blogs I'm using.  I am nearly finished with the initial village in which the party will be starting.  This includes 11 detailed buildings, right now 25 NPCs, a handful  of geographical locations and possible adventure sites.  So a mini hex crawl is what I'm developing.  While I have the village map I don't have a hex map yet.  I'm getting some of the details worked out in my head before drawing the map which is opposite of how I normal do it.

One of the biggest changes I'm doing is classes are shaped by the culture from which the character comes from.  This is borrowed from Dragon Age RPG and a few supplements.  Each culture will have their own version of a fighter, mage, cleric or thief class.  Some may have multiple versions.  Especially with clerics, I haven't defined the gods.  While I have some they are a long way from being detailed.  My guess is I'll complete a batch and run with them, have a batch of other names not detailed and then make up others as needed.  More on this later.

I could go on for a very long time about this, but I won't.  I'll set up a page soon to direct you where my inspiration is coming from.

6 comments:

  1. I plan to inflict it on my group in a couple of weeks.

    Very cool!

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    1. I caught that, too. Might we be the inflictees?

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  2. Creating cultural class variants is a very neat idea. I look forward to seeing what you come up with!

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  3. Have you ever played with the "Player's Option" version of the second edition rules? It makes it fairly easy to tailor a cleric's powers to make them unique to a divinity. As an open ended system for players, they're often annoying, but when used as guidelines for a DM, they make a quick way to give a distinct imprint to a specific clergy. For instance, I have a Cult of the Valkyrie which sacrifices some spell powers in return for the Power of flight and weapon expansion.

    I started using this system in response to being dissatisfied with the generic nature of the cleric, as if all gods gave out the same powers.

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    1. No. I've never player 2nd edition. I'll have to check that out. Something that makes is easier is a good thing.

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