Serin
2013-09-01, 06:12 AM
I apologize in advance for the wall of text as well as any gramatical or spelling errors. Im in the middle of the ocean and satellite internet isn't the greatest so its hard to format and proofread this thing. Constructive criticism is welcomed.
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This game is designed as a pretty much solo campaign for the PC. The purpose is that I spend a lot of time in the middle of the Bering Sea due to my job and I am starting this as something for my girlfriend and I to do together while I am gone. It will mostly consist of email pong and phone calls. Logistics aren't really an issue for it.
I am running the game, she is my only player. I am using pathfinder rules but pretty much anything public PF or 3.5 is fair unless its 3rd party. I am also ported a little bit of rules text from Privateer Press's Iron Kingdoms so I could beef up technology and firearms and make the game a bit more steampunky. I also use 3.5 cosmology because I loathe PF deities and such.
She is playing a changling sorcerer. I'm not really sure what level were going to start at yet. I am planning to have a frequently occurring NPC that she can pal around with if she chooses. The NPC will be a gunslinger with a splash of rogue. Since it does have a decent hit die and damage and can do some skill monkeying if she wants.
Where I really want critique is plot.
Basically the entire plot is designed as a rabbit hole. The tech stuff that I modified from Iron Kingdoms is effectively a way of powering magic effects on items using alchemy and mechanical batteries. A +1 equivalent effect on an item can be produced for the same cost as a masterwork weapon, but the batteries have to be changed regularly unless you can develop something that is reusable.
This is going to result in a massive increase in the amount of arcane energy being used by the world's population. The drain on the world's arcane energy reserves will eventually cause the material plane to collapse in on itself, annihilating the plane. Obviously no one knows that though.
The game is going to be pretty sandbox-y but the plot reaches down to her low level local town via the government in the area. The Queen of this particular kingdom is an Outsider, she is from Mechanus. (Plane of super steampunk clockworks and golems and such if you weren't aware) The Queen has been in power for several generations and it is generally believed that she is immortal. She was originally put in place by a ruling body in Mechanus to monitor the growing use of arcane energy and technology on the material plane.
There will be some local level plot and political intrigue that if she follows will eventually lead her to find out the truth about the Queen and how she got there. Following the plot deeper down the rabbit hole she will discover that denizens of Mechanus are preparing to invade the material plane if the material plane does not keep its number of arcane energy users below a certain threshold. For example, if we use 1 million as the threshold, then when there exist more than 1 million individuals tapping into arcane energy sources the invasion would commence and the purpose of the invasion would be complete genocide.
At this point the character is faced with either having to police the number of arcane users, potentially have to kill innocent people to protect the rest of the population, or defeat the entire force from Mechanus. Defeating the invasion however won't stop the collapse of the plane, which is what Mechanus hopes to prevent.
If the Mechanus invasion is defeated, the character will discover yet another level to the mystery. Mechanus is just a puppet. The real source of this creepy control mechanism is the Far Realm. Where Aboleths, Illithids, Beholders etc all fear that this arcane energy drain associated in the rise in technology will eventually collapse the entire cosmic system. In the interest of the greater good of the universe they decided that if the mortal races could not control their advance and continued to recklessly charge forward then the mortal races must be exterminated.
Again it turns into a beat the invasion scenario. Although this one I get to have a lot of fun with as the DM by casting Aberrations in a drastically different alignment from what they usually are played as. Rather than being overly ambitious power-hungry fiends, they are still ambitious but learned to control and channel that ambition lest they destroy the universe and themselves in the process. Now they have set themselves up as the guardians of all life in the universe.
If she succeeds in stopping the Aberrations then that would be the end of the campaign. It leaves it in between a sort of Happily ever after ending and a cliff hanger since you don't know when the collapse will occur. If it even will occur, maybe they were all wrong.
It's a pretty long winding trek that leads from the alleys of her little home town to full on inter-planar warfare. With the added bonus that the aberrations in this world are drastically different from what is expected, and several large scale ethical quagmires along the way for the heroine.
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This game is designed as a pretty much solo campaign for the PC. The purpose is that I spend a lot of time in the middle of the Bering Sea due to my job and I am starting this as something for my girlfriend and I to do together while I am gone. It will mostly consist of email pong and phone calls. Logistics aren't really an issue for it.
I am running the game, she is my only player. I am using pathfinder rules but pretty much anything public PF or 3.5 is fair unless its 3rd party. I am also ported a little bit of rules text from Privateer Press's Iron Kingdoms so I could beef up technology and firearms and make the game a bit more steampunky. I also use 3.5 cosmology because I loathe PF deities and such.
She is playing a changling sorcerer. I'm not really sure what level were going to start at yet. I am planning to have a frequently occurring NPC that she can pal around with if she chooses. The NPC will be a gunslinger with a splash of rogue. Since it does have a decent hit die and damage and can do some skill monkeying if she wants.
Where I really want critique is plot.
Basically the entire plot is designed as a rabbit hole. The tech stuff that I modified from Iron Kingdoms is effectively a way of powering magic effects on items using alchemy and mechanical batteries. A +1 equivalent effect on an item can be produced for the same cost as a masterwork weapon, but the batteries have to be changed regularly unless you can develop something that is reusable.
This is going to result in a massive increase in the amount of arcane energy being used by the world's population. The drain on the world's arcane energy reserves will eventually cause the material plane to collapse in on itself, annihilating the plane. Obviously no one knows that though.
The game is going to be pretty sandbox-y but the plot reaches down to her low level local town via the government in the area. The Queen of this particular kingdom is an Outsider, she is from Mechanus. (Plane of super steampunk clockworks and golems and such if you weren't aware) The Queen has been in power for several generations and it is generally believed that she is immortal. She was originally put in place by a ruling body in Mechanus to monitor the growing use of arcane energy and technology on the material plane.
There will be some local level plot and political intrigue that if she follows will eventually lead her to find out the truth about the Queen and how she got there. Following the plot deeper down the rabbit hole she will discover that denizens of Mechanus are preparing to invade the material plane if the material plane does not keep its number of arcane energy users below a certain threshold. For example, if we use 1 million as the threshold, then when there exist more than 1 million individuals tapping into arcane energy sources the invasion would commence and the purpose of the invasion would be complete genocide.
At this point the character is faced with either having to police the number of arcane users, potentially have to kill innocent people to protect the rest of the population, or defeat the entire force from Mechanus. Defeating the invasion however won't stop the collapse of the plane, which is what Mechanus hopes to prevent.
If the Mechanus invasion is defeated, the character will discover yet another level to the mystery. Mechanus is just a puppet. The real source of this creepy control mechanism is the Far Realm. Where Aboleths, Illithids, Beholders etc all fear that this arcane energy drain associated in the rise in technology will eventually collapse the entire cosmic system. In the interest of the greater good of the universe they decided that if the mortal races could not control their advance and continued to recklessly charge forward then the mortal races must be exterminated.
Again it turns into a beat the invasion scenario. Although this one I get to have a lot of fun with as the DM by casting Aberrations in a drastically different alignment from what they usually are played as. Rather than being overly ambitious power-hungry fiends, they are still ambitious but learned to control and channel that ambition lest they destroy the universe and themselves in the process. Now they have set themselves up as the guardians of all life in the universe.
If she succeeds in stopping the Aberrations then that would be the end of the campaign. It leaves it in between a sort of Happily ever after ending and a cliff hanger since you don't know when the collapse will occur. If it even will occur, maybe they were all wrong.
It's a pretty long winding trek that leads from the alleys of her little home town to full on inter-planar warfare. With the added bonus that the aberrations in this world are drastically different from what is expected, and several large scale ethical quagmires along the way for the heroine.