qazzquimby
2012-11-10, 01:10 AM
My players are a bunch of munchkins and enjoy overcoming incredible challenges rather than role-playing a serious story. Since everyone's having fun I'm not going to see that as a problem. Instead my next campaign will be entirely based around the idea.
Players
The players will be allowed free reign to do anything legal by game rules. They're chaotic evil's at heart so I can see them pulling anything on their rise to power. I'm also allowing use of the gramarist class, and putting no restrictions on what can be done on the artificer. Also each player can have more than one character (to a maximum of three lets say) but only those brought to the field will collect xp.
The world
The worlds not playing nice like it does in most campaigns.
I'm thinking of running multiple interlocking "end of the world" plots (maybe elder evils?) to keep them working. Any enemies they make will be powerful, and will actively hunt them and thwart them at every turn. Seeing as one of my players in interested in summoning fiends, that should be interesting.
I'm also including planar travel and as many developed planes as I can, to make the sandbox more interesting.I'm banning some of the more boring spells, so more complicated work arounds will have to be thought through. For instance, straight up resurrection is out, but there are many ways they can trap a soul, and many things they can do with it. As the players raise in power there will probably be some politicking, unless they take the boring "blast em" route, which I'll discourage. Armies could potentially be at their command and I'll do my best to simulate the worlds response to that. Also I imagine if they become powerful enough, the gods might take notice.
What do you think? Is this a workable idea? Anything to keep in mind?
Players
The players will be allowed free reign to do anything legal by game rules. They're chaotic evil's at heart so I can see them pulling anything on their rise to power. I'm also allowing use of the gramarist class, and putting no restrictions on what can be done on the artificer. Also each player can have more than one character (to a maximum of three lets say) but only those brought to the field will collect xp.
The world
The worlds not playing nice like it does in most campaigns.
I'm thinking of running multiple interlocking "end of the world" plots (maybe elder evils?) to keep them working. Any enemies they make will be powerful, and will actively hunt them and thwart them at every turn. Seeing as one of my players in interested in summoning fiends, that should be interesting.
I'm also including planar travel and as many developed planes as I can, to make the sandbox more interesting.I'm banning some of the more boring spells, so more complicated work arounds will have to be thought through. For instance, straight up resurrection is out, but there are many ways they can trap a soul, and many things they can do with it. As the players raise in power there will probably be some politicking, unless they take the boring "blast em" route, which I'll discourage. Armies could potentially be at their command and I'll do my best to simulate the worlds response to that. Also I imagine if they become powerful enough, the gods might take notice.
What do you think? Is this a workable idea? Anything to keep in mind?