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Thread: Continuing a Campaign

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    Halfling in the Playground

    Join Date
    Apr 2008

    Default Re: Continuing a Campaign

    For a better way of screwing with the casters, why not roll randomly (and secretly) to determine their caster level before combat, or in non-combat situations where you know they'll be using their spells. Run with some increment between 0 and 40, with a random epic caster level giving them free metamagic...but chiefly of the variety that enlarges, empowers, delays, or possibly quickens their spells, so their casting has unintended consequences. On other days, meanwhile, their caster level is 0 and they're basically a high level commoner. If you want to mess with them even more, roll separately for divine and arcane spellcasters, and separately for prepared and spontaneous spellcasters.

    The same sort of thing would work for the magic items that the non-casters in particular would rely on. Some days they work much better than normal (doubled enhancement bonuses, extra charges, etc.) and some days they don't work at all. Any spell-like abilities they may possess should be affected the same way.

    Also, make this the norm for everyone and everywhere in the game world. The advantage the servants of the evil chaos god would have, at least at first, wouldn't be consistent power; it would be knowing exactly what the conditions are going to be like in the next few days and being able to plan accordingly.

    What you can do to give the PCs a chance, though, is two things. First, their skills, abilities, and mundane equipment would be unaffected by the issues with magic. Second, start slowly giving them divine ranks, or whatever else you can come up with to represent both their own increasing belief in their own strength instead of their magic or their gear and the increasing belief of everyone in the campaign world (including, just for kicks, any evil beings who aren't serving the chaos god) that the PCs will somehow be able to save them. As they succeed in individual plot threads or quests, increase that belief; if they fail, decrease it. The way the players can track this, if you don't give them specific numbers, is that the higher that level of belief, the less the increasing chaos in the world affects both them and the area around them.

    Once the PCs reach some predetermined threshold, you have them ascend as actual deities to have the final battle with the evil chaos god. Then start a new campaign, with new characters, set in the same world, and have the old characters actually present as gods that the players can have their new characters worship, and have their signature items hidden away as relics for the new PCs to find. If the old PCs won, of course.
    Last edited by The Sandman; 2008-05-12 at 10:30 PM.