WalkertheBlind
2010-06-07, 12:58 PM
Alright, In my next game the world just experienced a major cataclysm maybe a few days ago. Maybe yesterday. All that matters is it was recent. The world is still recoiling from this fact. Also a large faction of Treants are taking over. 3.5 edition.
Caravan:
Now my party is going to start off with a caravan leaving a dead/dying city. My goal would be to set this caravan as a place that they can go back and get supplies. BUT also limit the amount of supplies there. I do not want them to have to baby sit this but want them to take care of it. I also do not want them to never leave it. They will have to defend it, and help forage, get supplies.
Also, at the start I wanted to start with a caravan with a base set of values (Supplies, Speed, defense, or whatever). Then let them try to recruit people to help modify those. So, if they say got the remnants of the city guard the caravan's defense would go up with a few warriors. If they recruited some smiths they could repair. If they got hunters, they could hunt increasing supplies. Ect ect. Plus negative people. The baron who tries to buy his way in, but really is dead weight.
I want to be able to have events later on effect the caravan. People want to settle and make a town, people want to join caravan, Animals die, ect. Little random events that can help shape the caravan differently then say, scripted events. (So, I guess I'd have to make a table)
Surviving:
I want the party to leave the caravan from time to time. And they will also have to get supplies for the caravan I am going to be VERY strict on watching how much food they have. Any ideas to help my players think about their actions? Lots of hunting, plus magical intervention.
Magic:
So, I am a fan of low magic settings. My players are not. I want magic to be hurt in this setting. I have atleast three casters (One divine, two arcane) I was thinking about giving more spells per level but giving all spells a chance to fail. How can i make magic seem like its failing or hurt with out gimping my magic users? I typically don't like magical components.
Exploration: I would like to set up a blank map and have them discover it. I'll give them fragments or old maps of what USED to be there or how things have changed. (Forests now present, river not there, ect) Do believe I am going to have a table and just randomly roll what is present in the space they are in. I want to give the feeling of exploration and travel instead of speeding it through from point to point.
I got inspired by the book Dark Continent : Adventure & Exploration in Darkest Africa but cant seem to find it in any of my local or near by hobby stores. (Out of print book from a dead company). Also Oregon trail.
I want to be harsh in this setting. But not brutal. I want the players to feel like they MUST work together to survive as opposed to the usual by lvl 5 nothing can stop us. As in game months go by, everything is going to be harder to find So, at lvl 1 the world is somewhat unstable and falling, and by lvl 20 they will be either leaders of a new established world, or they will be hardened bandits, or dead.
Caravan:
Now my party is going to start off with a caravan leaving a dead/dying city. My goal would be to set this caravan as a place that they can go back and get supplies. BUT also limit the amount of supplies there. I do not want them to have to baby sit this but want them to take care of it. I also do not want them to never leave it. They will have to defend it, and help forage, get supplies.
Also, at the start I wanted to start with a caravan with a base set of values (Supplies, Speed, defense, or whatever). Then let them try to recruit people to help modify those. So, if they say got the remnants of the city guard the caravan's defense would go up with a few warriors. If they recruited some smiths they could repair. If they got hunters, they could hunt increasing supplies. Ect ect. Plus negative people. The baron who tries to buy his way in, but really is dead weight.
I want to be able to have events later on effect the caravan. People want to settle and make a town, people want to join caravan, Animals die, ect. Little random events that can help shape the caravan differently then say, scripted events. (So, I guess I'd have to make a table)
Surviving:
I want the party to leave the caravan from time to time. And they will also have to get supplies for the caravan I am going to be VERY strict on watching how much food they have. Any ideas to help my players think about their actions? Lots of hunting, plus magical intervention.
Magic:
So, I am a fan of low magic settings. My players are not. I want magic to be hurt in this setting. I have atleast three casters (One divine, two arcane) I was thinking about giving more spells per level but giving all spells a chance to fail. How can i make magic seem like its failing or hurt with out gimping my magic users? I typically don't like magical components.
Exploration: I would like to set up a blank map and have them discover it. I'll give them fragments or old maps of what USED to be there or how things have changed. (Forests now present, river not there, ect) Do believe I am going to have a table and just randomly roll what is present in the space they are in. I want to give the feeling of exploration and travel instead of speeding it through from point to point.
I got inspired by the book Dark Continent : Adventure & Exploration in Darkest Africa but cant seem to find it in any of my local or near by hobby stores. (Out of print book from a dead company). Also Oregon trail.
I want to be harsh in this setting. But not brutal. I want the players to feel like they MUST work together to survive as opposed to the usual by lvl 5 nothing can stop us. As in game months go by, everything is going to be harder to find So, at lvl 1 the world is somewhat unstable and falling, and by lvl 20 they will be either leaders of a new established world, or they will be hardened bandits, or dead.