Tahlspar Ka'nes
2012-06-13, 02:02 PM
I haven't posted on here for a while, but I think this was the correct place.
I'm running a campaign, as a DM (*shudders*), on Mystara. As far as campaigns go, this one is long - it starts in Karameikos, where the Nosferatu (vampires) are attempting to take over the world for their own purposes. Again.
They are opposed by the Magistrates, a group of humans, demi-humans (and some other races that don't like vampires). The PC's are about as paranoid as they could be - they are willing to work together, but trust has to be seriously earned..... sounds like normal people, actually :smallamused:
The Magistrates are spread somewhat thinly, given that they have the entire known world to "protect", plus regions beyond. Knowing that they didn't have the numbers for a protracted war, the Magistrates arranged for keys (gems) to be placed around the world, five in total.
If placed in sequence at a specific location, below Glantri City, the gems would activate an ancient device that would create a worldwide effect that would nullify all supernatural and magical abilities. (It's the same device that causes the magical "blackout" once a year, although the mass populace is ignorant of this). Although there would be some severe consequences, the Vampires would be stripped of their supernatural abilities, giving humans a chance to wipe them out - but because of those consequences, it is literally a last resort tactic by the Magistrates.
The action started in Karameikos, the Nosferatu being subtle enough to convince the populace, through "fake" churches and clerics, that they should be supported. A very military response occurred, with the humans ignorantly throwing their lot in to restore peace to the "rebel" cities and towns (those that were wise enough to recognise the sham for what it was).
Thus far, the PC's have managed to make it out of Karameikos, thwarting several attempts by the Nosferatu, and they are now heading towards Darokin. They (the PC's) have received some warning that the Nosferatu are attempting a takeover of Darokin, albeit more subtly than the actions in Karameikos. Politics and backroom negotiations are key here, as brute force would simply not work.
The PC's are very much individuals, each with their own very unique traits and aspects. They do acknowledge the current situation, and respect the traits of others, providing that those "others" are willing to likewise respect them.
The old theme of "putting aside differences to work as a group and defeat the current evil" simply won't work here, and I would give up on the campaign before forcing that motive. I apologise if this is lengthy, but I'm trying to canvass for ideas to keep the group "entertained", whilst keeping the theme of the campaign more or less intact.
Forgot to mention, the campaign is set using 3.5 rules.
I'm running a campaign, as a DM (*shudders*), on Mystara. As far as campaigns go, this one is long - it starts in Karameikos, where the Nosferatu (vampires) are attempting to take over the world for their own purposes. Again.
They are opposed by the Magistrates, a group of humans, demi-humans (and some other races that don't like vampires). The PC's are about as paranoid as they could be - they are willing to work together, but trust has to be seriously earned..... sounds like normal people, actually :smallamused:
The Magistrates are spread somewhat thinly, given that they have the entire known world to "protect", plus regions beyond. Knowing that they didn't have the numbers for a protracted war, the Magistrates arranged for keys (gems) to be placed around the world, five in total.
If placed in sequence at a specific location, below Glantri City, the gems would activate an ancient device that would create a worldwide effect that would nullify all supernatural and magical abilities. (It's the same device that causes the magical "blackout" once a year, although the mass populace is ignorant of this). Although there would be some severe consequences, the Vampires would be stripped of their supernatural abilities, giving humans a chance to wipe them out - but because of those consequences, it is literally a last resort tactic by the Magistrates.
The action started in Karameikos, the Nosferatu being subtle enough to convince the populace, through "fake" churches and clerics, that they should be supported. A very military response occurred, with the humans ignorantly throwing their lot in to restore peace to the "rebel" cities and towns (those that were wise enough to recognise the sham for what it was).
Thus far, the PC's have managed to make it out of Karameikos, thwarting several attempts by the Nosferatu, and they are now heading towards Darokin. They (the PC's) have received some warning that the Nosferatu are attempting a takeover of Darokin, albeit more subtly than the actions in Karameikos. Politics and backroom negotiations are key here, as brute force would simply not work.
The PC's are very much individuals, each with their own very unique traits and aspects. They do acknowledge the current situation, and respect the traits of others, providing that those "others" are willing to likewise respect them.
The old theme of "putting aside differences to work as a group and defeat the current evil" simply won't work here, and I would give up on the campaign before forcing that motive. I apologise if this is lengthy, but I'm trying to canvass for ideas to keep the group "entertained", whilst keeping the theme of the campaign more or less intact.
Forgot to mention, the campaign is set using 3.5 rules.