Morgan_Scott82
2007-04-13, 04:38 PM
First things first, since my players may occasionally browse this forum:
Stewie, Taylor, Harry, Guy, and Tim, Keep Out!
Everyone else is welcome.
I'm getting ready to start a new campaign. I'm going to be drawing from but heavily modifying Alderac Entertainments "World's Largest Dungeon" and will be going for a fairly straightforward Kick in the Door style game, getting back to our roots by playing a fairly simplistic fantasy game whereas most of our recent play has been high concept intrigue centric d20 modern. What I'm hoping for is to use this thread as a log and sounding board as I think about and plan for the upcoming campaign, hopefully it will be interesting enough to keep some of you engaged and coming back to offer help from time to time, and if not at least it will provide an ongoing record of my efforts.
The first thing I'm working on is an introductory letter for the players of the campaign, some thing that will in one fell swoop outline the procedures for character creation, the materials allowed, the basics of the campaign world, and perhaps most importantly the initial hook that brings their characters into the story. I've been rolling around thoughts on what needs to be included for a few weeks and am trying to kick out a draft right now.
Welcome to Dungeon Hack 2007!
Ok, so maybe most of you aren’t familiar with Dungeon Hack, but it sits near the top of my list of all time great adaptations of D&D for the PC. Published by SSI and TSR in 1993 Dungeon Hack was simple and straightforward, create a character descend into the dungeon defeat the monsters. This simple concept was exquisitely executed bringing the 2nd edition ruleset to life in brilliant CGI graphics. In our next campaign I want to emulate and pay homage to Dungeon Hack. The campaign will focus almost exclusively on the dungeon crawl, with as little or as much narrative story as you, the players, choose to indulge; adventure hooks, rumors and red herrings will be available throughout, though nothing more elaborate than kick in the door, kill the greenskins, and take their stuff will be essential to advance the plot. The purpose of this letter is to outline what to expect from the campaign and provide you with the knowledge you will need to make your characters.
The World:
For this campaign I have no vision for the world at large, and therefore it is completely malleable to your whim. We can find a place for anything you wish to see in the world that could be relevant to your character. You’re free to make up as much or as little detail about the world as you like if it helps you define your characters place in it or his attitudes and predilections. You say your cleric worships a god not described in the PHB, neat; tell me about the deity, what are his domains, his portfolio, what customs do his worshipers observe? For this campaign the world is largely a blank canvas for your imagination, feel free to create as little or as much as you like to help you with your character.
The Rules:
The following guidelines should provide you with all of the information you need to create your character.
Characters will be created using 30 point buy, the point buy rules are outlined on page ??? of the DMG.
You are free to use any of the base classes from the PHB or any of the books in the Complete series (yes that includes the quasi-asian ones that don’t fit in the traditional western fantasy paradigm), as well as any race from either the PHB or MM that can be played as an ECL 1 character.
I’m going to play fast and loose with spell and feat selection, so pretty much anything from the core books or the complete series will be fine, and I will consider other supplements you may want to use on a case by case basis, but I’ll probably give most things the thumbs up this time around.
Characters will receive maximum hp at 1st level and will roll the appropriate hit die at each subsequent level and add their constitution modifier.
Experience points will be earned at a reduced pace. This game will feature a great deal of combat and using the traditional system your characters would level up out of the scope of the game too quickly.
I have a few house rules we will be using for this campaign, their attached to the end of this letter, any new ones that are agreed upon during the course of play will be recorded and added to the list so players can refer to them as needed.
Characters are to begin at 1st level, with starting gold randomly determined by class.The Guidelines:
The above rules tell you what you need to do to make a character for this campaign, but they don’t offer much advice in the way of what you should do for your character, and your party as a whole to excel in this game. In order to do well and keep the game moving at a respectable pace it will be important to have a varied party covering all of the archetypal adventuring roles: Trapfinder, Warrior, Arcane Spellcaster, Divine Spellcaster. In a party of five players I don’t foresee any difficulty forming a party where everyone is able to play something they will enjoy while simultaneously filling all the necessary roles in the group. Another tip that may help you to succeed in this campaign is to create a racially diverse party, Humans, Dwarves, Elves, Half-elves, Halflings, and Half-orcs each bring something to the table that will be useful in the campaign so having a good mix among the party will be useful. One last tip I could give you is to purchase your starting equipment with dungeoneering in mind, think about food, light sources, tools, and anything else you will need to make your party as self sufficient as possible as you plumb the depths and caverns of this world.
And finally the hook:
While your character backgrounds are yours to determine all the characters have a single element in common: they’ve all answered the following advert, which was found pinned to walls of beerhalls, taverns, pubs and tacked to signposts throughout the known world:
Wanted: True Heroes!
Lord Penbrook Dunningham seeks qualified applicants to recover lost artifacts of great personal value to the Dunningham estate. Applicants need not be seasoned adventurers, but a lust for fortune, glory and the greater good is essential. Lord Dunningham values virtue, ambition and heroism amongst all those in his employ, and none who fail to meet his high standards will be selected for this perilous task. All those interested should send a letter by courier, payment on delivery, to Hollowhelm Keep to express your interest. Should you be selected travel to Hollowhelm will be arranged at no expense to you so that Lord Dunningham may conduct personal interviews.
So there's my pregame letter. What do you think? Did I leave out anything essential? Later this evening I may post again with how the initial session ought to progress and a few ideas for hooks I've been tossing around.
Stewie, Taylor, Harry, Guy, and Tim, Keep Out!
Everyone else is welcome.
I'm getting ready to start a new campaign. I'm going to be drawing from but heavily modifying Alderac Entertainments "World's Largest Dungeon" and will be going for a fairly straightforward Kick in the Door style game, getting back to our roots by playing a fairly simplistic fantasy game whereas most of our recent play has been high concept intrigue centric d20 modern. What I'm hoping for is to use this thread as a log and sounding board as I think about and plan for the upcoming campaign, hopefully it will be interesting enough to keep some of you engaged and coming back to offer help from time to time, and if not at least it will provide an ongoing record of my efforts.
The first thing I'm working on is an introductory letter for the players of the campaign, some thing that will in one fell swoop outline the procedures for character creation, the materials allowed, the basics of the campaign world, and perhaps most importantly the initial hook that brings their characters into the story. I've been rolling around thoughts on what needs to be included for a few weeks and am trying to kick out a draft right now.
Welcome to Dungeon Hack 2007!
Ok, so maybe most of you aren’t familiar with Dungeon Hack, but it sits near the top of my list of all time great adaptations of D&D for the PC. Published by SSI and TSR in 1993 Dungeon Hack was simple and straightforward, create a character descend into the dungeon defeat the monsters. This simple concept was exquisitely executed bringing the 2nd edition ruleset to life in brilliant CGI graphics. In our next campaign I want to emulate and pay homage to Dungeon Hack. The campaign will focus almost exclusively on the dungeon crawl, with as little or as much narrative story as you, the players, choose to indulge; adventure hooks, rumors and red herrings will be available throughout, though nothing more elaborate than kick in the door, kill the greenskins, and take their stuff will be essential to advance the plot. The purpose of this letter is to outline what to expect from the campaign and provide you with the knowledge you will need to make your characters.
The World:
For this campaign I have no vision for the world at large, and therefore it is completely malleable to your whim. We can find a place for anything you wish to see in the world that could be relevant to your character. You’re free to make up as much or as little detail about the world as you like if it helps you define your characters place in it or his attitudes and predilections. You say your cleric worships a god not described in the PHB, neat; tell me about the deity, what are his domains, his portfolio, what customs do his worshipers observe? For this campaign the world is largely a blank canvas for your imagination, feel free to create as little or as much as you like to help you with your character.
The Rules:
The following guidelines should provide you with all of the information you need to create your character.
Characters will be created using 30 point buy, the point buy rules are outlined on page ??? of the DMG.
You are free to use any of the base classes from the PHB or any of the books in the Complete series (yes that includes the quasi-asian ones that don’t fit in the traditional western fantasy paradigm), as well as any race from either the PHB or MM that can be played as an ECL 1 character.
I’m going to play fast and loose with spell and feat selection, so pretty much anything from the core books or the complete series will be fine, and I will consider other supplements you may want to use on a case by case basis, but I’ll probably give most things the thumbs up this time around.
Characters will receive maximum hp at 1st level and will roll the appropriate hit die at each subsequent level and add their constitution modifier.
Experience points will be earned at a reduced pace. This game will feature a great deal of combat and using the traditional system your characters would level up out of the scope of the game too quickly.
I have a few house rules we will be using for this campaign, their attached to the end of this letter, any new ones that are agreed upon during the course of play will be recorded and added to the list so players can refer to them as needed.
Characters are to begin at 1st level, with starting gold randomly determined by class.The Guidelines:
The above rules tell you what you need to do to make a character for this campaign, but they don’t offer much advice in the way of what you should do for your character, and your party as a whole to excel in this game. In order to do well and keep the game moving at a respectable pace it will be important to have a varied party covering all of the archetypal adventuring roles: Trapfinder, Warrior, Arcane Spellcaster, Divine Spellcaster. In a party of five players I don’t foresee any difficulty forming a party where everyone is able to play something they will enjoy while simultaneously filling all the necessary roles in the group. Another tip that may help you to succeed in this campaign is to create a racially diverse party, Humans, Dwarves, Elves, Half-elves, Halflings, and Half-orcs each bring something to the table that will be useful in the campaign so having a good mix among the party will be useful. One last tip I could give you is to purchase your starting equipment with dungeoneering in mind, think about food, light sources, tools, and anything else you will need to make your party as self sufficient as possible as you plumb the depths and caverns of this world.
And finally the hook:
While your character backgrounds are yours to determine all the characters have a single element in common: they’ve all answered the following advert, which was found pinned to walls of beerhalls, taverns, pubs and tacked to signposts throughout the known world:
Wanted: True Heroes!
Lord Penbrook Dunningham seeks qualified applicants to recover lost artifacts of great personal value to the Dunningham estate. Applicants need not be seasoned adventurers, but a lust for fortune, glory and the greater good is essential. Lord Dunningham values virtue, ambition and heroism amongst all those in his employ, and none who fail to meet his high standards will be selected for this perilous task. All those interested should send a letter by courier, payment on delivery, to Hollowhelm Keep to express your interest. Should you be selected travel to Hollowhelm will be arranged at no expense to you so that Lord Dunningham may conduct personal interviews.
So there's my pregame letter. What do you think? Did I leave out anything essential? Later this evening I may post again with how the initial session ought to progress and a few ideas for hooks I've been tossing around.