Showing posts with label campaign ideas. Show all posts
Showing posts with label campaign ideas. Show all posts

Tuesday, January 12, 2010

And here we are a year later...

So the Southlands campaign died a quick death - though fun while it lasted and a fun idea. I'm still running Keep on the Borderlands for some friends of mine who aren't really big gamers. I can't tell if they enjoy it or if it's just a big joke, but they bought their own dice, so they must derive some enjoyment out of it. I miss my geeky friends.

So I'm in the unenviable position of looking for another group a little closer to home. Having two gaming stores nearby, one would think their would be a thriving gaming community, if that's the case Watertown does not give them up easily. Anyway, so I'm looking for a group interested in Burning Wheel, Talislanta, and some of those other weird games that few people play. I can handle a little D&D, I don't mind peppering some D&D sessions in with other stuff, but my tolerance for D&D is usually pretty low.

I've been reading "The Coming of Conan the Cimmerian" lately and I'd love to run a Conan inspired game. Burning Wheel actually has lifepaths that you can download from their wiki specifically for a Conan based game. Lusty wenches, dark sorcery and daring thievery!

Another idea I've had kicking around in my head for a while is a BW game features normal everyday joe's in a small village who suddenly encounter fey that, until now, have only existed in legend. It'd sort of have a "Pan's Labyrinth" feel to it, encounters with quirky and mischievous fey lead to encounters with darker malign spirits.

I created a Facebook group for people local to Watertown, NY, in hopes of connecting some folks, we'll see how that works out.

Tuesday, February 3, 2009

Points of Light

I picked up Points of Light a few weeks back and I've been reading it and wishing I had picked it up so much sooner. What a great resource - even if a "sandbox" campaign isn't your thing. Every section is chock full of short little snippets about each of the campaigns (three in all) that could be pulled out and put into any campaign. I've even hit some that could be extrapolated upon and made into entire campaigns all themselves.

I just hit the Southlands section the other night and I'm thinking of using this for my current group a bit down the road. I had planned on moving to the Ruins of Undermountain, though I may just give them a choice. I don't know if this is how a sandbox game is supposed to run, but I plan on giving them a blank sheet of hex paper, with maybe a few hexs surrounding their starting point labeled. Then just tell them (through an NPC of some sort, that their task is to scour the entire land, sweeping the land clean of the darkness that pervades there. To do so, they'll need to establish outposts and keeps in many areas (which will require a significant amount of gold, which will have to come from their pockets, which will give them a reason to adventure) in order to maintain a relative peace. They'd probably gain followers based on their Charisma (just like the old 2nd Edition rules) who they can have follow them or they can be assigned to run the keeps.

I love this idea, I would love to have had someone run a campaign like this for me.

Tuesday, November 25, 2008

Insidiae

Insidiae is a book I may have talked about on my previous blog, but I'm going to give it some more thorough love here. Written by Dan Cross and published by Troll Lord Games, it is "The Brainstormers Guide to Adventure Writing". And that it is. Basically, it's a big book of random charts, hooks, and ideas to help get any GM started with developing ideas for a campaign or adventure. You start by selecting (or rolling randomly) a Milieu Event, then Story Roles (NPC's) and Characteristics, Goals & Motivations, Plot, Story Function/Elements and Objective. Once you have all your elements chosen, you start piecing all the details together. 

I tried this yesterday and had the makings of a fairly epic-sized campaign done by the time I had gotten past choosing the Milieu Event. I can imagine that once you finish actually developing the major players in your game, you'd have a very well fleshed-out story, wanting only for players to jump in.  So here's how my own example worked out:

Instead of choosing, I decided to randomly roll, just to see how the charts work out. For my first roll (Milieu Events) I got "War". On the "War" sub-table I rolled "Sub-continental". On the Motivations Table I rolled "Occupation" and I decided to roll on the Unusual Assailants sub-table, on which I rolled "Ancient Evil". So I took those things and parsed them as such: we have one country invading another country for the purpose of taking over said country. I think the reason they've invaded is to gain a vital resource that is lacking in their own country.  Meanwhile, and elsewhere, an Ancient Evil is arising and gaining in power. I'm thinking something along the lines of The Others in George R. R. Martin's The Song of Fire and Ice series (which I happen to currently be reading, so that's why my head is there). 

Moving on, I rolled to determine my first Story Role. I rolled a "Wild Card". I had no idea where that fit in, so I went to the entry for "Wild Card" and read in the Hook section where they list several choices: Anonymous Plea, Dream Message, Enigmatic Stranger, Mistaken Identity, Sudden Attack. I latched onto Enigmatic Stranger, and I think I like the idea of tying this Stranger to the "Ancient Evil". This Stranger either knows how to defeat the Evil, or is the cause of the evil (but not controlling them; he or she unwittingly unleashed the Evil onto the world). Delving deeper into this NPC, I rolled for (how about ) her motivations. Actually, I was going to just pick "Love" but I ended up rolling "Curiosity" which is just as good. Actually, I like "Love" better - it leads to the PC's having a more sympathetic reaction, which is what I would go for with this scenario. She's done something very wrong, but her intentions were pure and now she wanders the land running/hiding from her mistake. But she holds the key to stopping and destroying the Evil, but she's too ashamed to admit her mistake. Damn this book is good.  

In the back are some Appendices including Ready-made Plots, NPC Character features, and a Sample Adventure. After doing only this much, I'm very much excited about using this book much more often. The plot I've rolled up would fit perfect in my Aeonia setting, so I'm thinking about tying it into that setting in some way. I may even use it for my new gaming group to give them something to sink their teeth into.