No longer having a job -sorta-
gives me a bit of free time. Having a few ideas for some adventures/dungeons/campaigns
and needing an outlet which would force me to work on them, I started this
blog. Doubt I’ll ever truly be finished with having gaming ideas and some might
never get past a post or two, but it’ll be fun to get them out of my head.
Hell, maybe they’ll inspire someone. Or if I ever get settled into another
group, they’ll fear the sesions that I run something from this blog!
And so without further ado:
- Drawing up a dungeon based off the Kowloon Walled City that used to stand
near Hong Kong. Most likely this will be setting/system agnostic, because it could
be a purposefully built underground city, ala Derinkuyu,
or as a sunken city from an ancient culture or post apocalypse culture. I’m
going to keep an Asian flavor to the levels, with a few foreign enclaves, and
maybe some subterranean footholds in the deeper areas. I’m planning on making
the large courtyard into a cenote style lake with several waterfalls coming
into it. Maybe make the roads underground rivers or streams.
- A Norse-ish campaign set
in a post Ragnarok world where the players are heading out into the wider world
in search of adventure and fortune. This would be magic lite, with pretty much
no healing magic of any kind. Runes would be used for a mix of fortunetelling
and empowering items (to a point). I’ll need to dig up and either whole cloth
copy a resource system or modify it so they can set up an outpost away from
home. I also kinda also need to pick a system to run this in… I was thinking of
and started planning with Pathfinder, but I might go with Fantasy Age now that
my sister has introduced me to it. I need to read the rulebook a bit more and
see. I could possibly run it in FATE, but I need more practice with the system
to make sure it doesn’t go sideways.
- A Star Wars D6 campaign,
set right after the Rebel Alliance destroyed the first Death Star. This might
be the second most contentious of my campaign ideas, because I’d throw out the
prequels/Clone War stories, Stormtroopers would truly be the crack troops their
said to be (though to balance things Imperial Army Troops would be rather mediocre),
and finally [SPOILERS REDACTED BY ISB]! Turn things on their head a bit, to keep things fresh and interesting. I
devoured the old EU books, so I’m going to keep how things ended up in them (I
loved TFA, but it’s not how I see the things going) as an idea of how the campaign
will evolve. It’ll start in medias res,
with barely anyone really knowing one another, a slight Rebel hook, and I’ll
just let things go from there for good or bad.
- Getting a good Dungeon
Crawl Classic campaign frame work laid out. I’d like to use the existing world
and pinpoint where the various DCC modules are at, so as to let the players
find adventures themselves while being the little murder hobos most players
like to be. I have The Chained Coffin box, so I might start them there and let
them branch out into the world. Might be a bit before this one starts; I packed
my rulebook into storage in anticipation of the new printing getting to me
later in the year. So this can be a good slow burn.
- Also getting a good Metamorphosis
Alpha campaign frame work laid out. I’m thinking of making the ISS Warden a
couple levels bigger than what is shown in the rulebook. With a few subsection
modules for areas that are high risk/danger. They’ll be jettisionable, so bad
rolls might just wipe a party out! I’m thinking the players would start as
villagers in a mixed normal/mutant village, with a small bit of flawed information about their world. I
thinking of setting it up like Megaton from Fallout 3, but the reason for the nuclear
device sitting where it’s at is up in the air for now.
- Converting MtG’s Slivers
into some nasty little DCC critters. I was reading an old copy of Shadis (only bought
for the extra that came with it!) and of course it had old game ads from the
late 90’s, which got me all nostalgic and reminiscing. Back in the 90’s I was
in high school, where I played ALOT of Magic and had several decks, all of
which eventually got traded to friends for Star Wars CCG cards. One of my funner
decks, when it worked, was a Sliver deck. The more of them you have out, the
more abilities they get. From +1/+1 to Trample to Regeneration to spawning 1/1 Sliver
token creatures, they could get annoying quick. So perfect as a DCC creature! I
imagine them as a kind of failed interplanar magical/psionic experiment. They’ll
be a recurring monster of the week, with maybe a source that can be stopped,
leaving rampaging nests all over the world.
And for me, the BIG KAHUNA
of them all:
- Making a semi sandbox adventure
path out of Dragonlance’s DL 1-10, 12-14! I’ll probably dig out the Dragonlance
Classics volumes, the 15th Anniversary book, and the 3rd
Ed books to see how each area and event is handled differently.
Dragonlance will always
have a place on my shelves because it is what got me into Advanced Dungeons and
Dragons, which got me into roleplaying games in general. Before reading the Legend
of Huma, I had really only ever read science fiction. Star Wars, Starship
Troopers, Hammer’s Slammers, and anything similar my father handed me. I had
only dabbled in fantasy through the Lone Wolf Adventure books. Not finding anymore
LW books, my trying-to-be-helpful mom just glanced at a few books on the sci
fi/fantasy shelf of the used book store we frequented and pulled The Legend of
Huma down*. But it was the hook fantasy needed, and what got me reading the
Chronicles Trilogy. And the rest as they say is history.
Now, I’ve read a lot of the
criticisms leveled at Dragonlance over the years, Tolkien rip-off & railroady
being the most used, and not being a literary critic, I will stick to dealing
with the campaign railroad problem.
First off, the players will
have to want to play this epic adventure. No sense in forcing it on them.
Second, they are going to
be the good guys. Raistlin style antihero maybe, but no outright bad guys.
Finally, all Kender are not
like Tasslehoff Burrfoot. He IS off
his ADHA medication and I feel rest of the Companions knew this, and as such
kept him in check. So PC kender are not going to be sticky fingered children
that can do no wrong. Oh hell no! No, everyone knows they aren’t kids, and will
treat them like a thief if they act like one.
As for the actual campaign
it won’t be a railroad, but more of a boat on a river at the bottom of canyon. Sometimes
the canyon is really wide and you can wander a bit on bank or into the bushes
past that. Other times it’ll be shear walls. I might cut the extreme side
quests off and if possible fit a heavily modified version into the path either earlier
or later. Or maybe treat them as one shots. I’ll deal with them when I get to
them.
Anyway, I think I’ve
prattled on for enough for one night. There are enough ideas here for me to
work through for a bit.
*I still have that dog-eared
copy in my books somewhere. I’ve read it about a dozen times. I might read it
again just to get back into the world of Krynn.