Mongobear
2018-02-16, 09:05 PM
I am finally getting to the point in a project where I can begin running a campaign loosely based on the events of the PS1 game The Legend of Dragoon (props if anyone remembers it, bonus props if you own a copy and still play it!)
This has been a project I've worked with off and on since Tome of Battle from 3.5e was published, but never really was satisfied with it enough to run in an actual game. Finally though, 5e made a system update that was easy enough to modify with houserules to make the setting feel true to the source, but I'm still encountering a few issues with executing the game mechanics in 5e gameplay.
1) Dragoon Spirits/Transformations. I have two ideas how I want to do this. Either a) Make the Spirits artifacts with a 1/rest use that makes you super powerful based on the element attuned, or b) design a home brew class/prestige class and allow players to take levels to increase the powers the deeper they go into it.
I originally wanted to go with option b, but forcing players to take levels not in their original class feels bad, maybe a mixture of the two? If you ignore the class you get a weaker transformation, and taking levels in the class gives you more mastery over the powers of the Spirits.
2) Creatures with Elemental alliances. Every creature and even the characters were aligned with one of 8 damage types, and each of them except for Thunder(in dnd it would be electricity) and 'Untyped' had resistance/vulnerability to it's opposite, Fire/Water Earth/Wind Light/Dark.
This doesn't translate well to 5e, and there are a few extra damage types to add, but if I was to find a way to make it work, would giving everyone a damage 'vulnerability' of say an extra 3 damage from your opposite, or reducing damage by 3 from your same type be balanced? Full on Resistance/Vulnerability feels too painful but if it seems balanced, I could change to that instead.
3) This is the big one, Loyalty to the Plot. I've beaten this game probably 40 times, if found all the secrets, I've mastered all the special attack combos, and I've farmed maximum level multiple times and eaten the super optional boss. I could probably tell anyone the plot and story progression and even the conversations at any point in the game from memory. But, the players I am likely to run this adventure only heard of it in the last 2 weeks since I brought it up, they have no idea what it was like.
Should I let them make decisions or even potentially kill a character vital to later events? Or should I cover everyone vital to the story with plot armor until such a time as they naturally die off in the game? This feels super railroady and I don't want to make the decision to kill a sworn enemy meaningless, but not having the main antagonist of the game for the first 3 discs around for his vital plot twists because the PCs butchered him the first time they met would really throw some wrenches into the setting.
Any ideas or answers? Any suggestions for running this style of game with a known plot line and ending? Anyone just want to fangirl over how great of a game this is/was?
This has been a project I've worked with off and on since Tome of Battle from 3.5e was published, but never really was satisfied with it enough to run in an actual game. Finally though, 5e made a system update that was easy enough to modify with houserules to make the setting feel true to the source, but I'm still encountering a few issues with executing the game mechanics in 5e gameplay.
1) Dragoon Spirits/Transformations. I have two ideas how I want to do this. Either a) Make the Spirits artifacts with a 1/rest use that makes you super powerful based on the element attuned, or b) design a home brew class/prestige class and allow players to take levels to increase the powers the deeper they go into it.
I originally wanted to go with option b, but forcing players to take levels not in their original class feels bad, maybe a mixture of the two? If you ignore the class you get a weaker transformation, and taking levels in the class gives you more mastery over the powers of the Spirits.
2) Creatures with Elemental alliances. Every creature and even the characters were aligned with one of 8 damage types, and each of them except for Thunder(in dnd it would be electricity) and 'Untyped' had resistance/vulnerability to it's opposite, Fire/Water Earth/Wind Light/Dark.
This doesn't translate well to 5e, and there are a few extra damage types to add, but if I was to find a way to make it work, would giving everyone a damage 'vulnerability' of say an extra 3 damage from your opposite, or reducing damage by 3 from your same type be balanced? Full on Resistance/Vulnerability feels too painful but if it seems balanced, I could change to that instead.
3) This is the big one, Loyalty to the Plot. I've beaten this game probably 40 times, if found all the secrets, I've mastered all the special attack combos, and I've farmed maximum level multiple times and eaten the super optional boss. I could probably tell anyone the plot and story progression and even the conversations at any point in the game from memory. But, the players I am likely to run this adventure only heard of it in the last 2 weeks since I brought it up, they have no idea what it was like.
Should I let them make decisions or even potentially kill a character vital to later events? Or should I cover everyone vital to the story with plot armor until such a time as they naturally die off in the game? This feels super railroady and I don't want to make the decision to kill a sworn enemy meaningless, but not having the main antagonist of the game for the first 3 discs around for his vital plot twists because the PCs butchered him the first time they met would really throw some wrenches into the setting.
Any ideas or answers? Any suggestions for running this style of game with a known plot line and ending? Anyone just want to fangirl over how great of a game this is/was?