This is the thread to design the campaign we talked about here, and participation is welcome from everyone! (Except for our players, of course. They’re not even supposed to be reading.) Essentially, those of us who are interested aim to design a D&D campaign that focuses on problem-solving, exploration, rampant thievery, and lots of deadly deadly traps. Combat is certainly a factor, but it’s long and takes lots of paperwork, so it probably won’t be emphasized.
New players may join in, but right now it looks like we’re going to begin with three players:
Paladud, a Rogue who has an eye towards becoming an Assassin
Sturmhauke, an as-yet undecided Psionic class.
brownie55 the still-deciding, who will probably opt for a Fighter, Bard, or Rogue.
Nothing is set in stone, and so we welcome any and all ideas, contributions, criticisms, or suggestions.
I have a few ideas to start with, but I’m not married to anything.
As for actual gameplay: I’d like to be able to log everything and post sessions here after the fact, for everyone’s amusement. This takes VoIP out of the running, so I’m thinking of using a combined whiteboard and chat client called Gametable that will let us keep things moving at a fair clip, even while typing.
As for player levels: brownie55 and Paladud are both beginners, so we don’t want to overwhelm them at first… I was hoping to get everyone up around levels 10-12 pretty quickly, but it might be best to start at level 2-3 and consider jacking up everyone’s levels once all of the players start to feel comfortable with the system.
The setting is a little trickier, but before we discuss it I’d like to throw around a few ideas about gameplay: one key point is that the players need to be capable of quick, easy resurrection: a lot of our players are beginners, and I think it’s a lot more fun to watch a character grow and develop as you succeed… as such, we need to find a way of mitigating player deaths, while still making them something to be avoided. I have a good idea of how to do this, which we’ll come to in a minute.
Now, speaking of player deaths: when it comes to trap-filled dungeons, greed produces a body count second only to bad luck and stupid decisions. As such, I’d like to encourage it as much as possible. To this end, I think it might be nifty to make the characters into treasure hunters: perhaps they join a guild at the beginning of the game, and take successively more difficult (and rewarding!) missions to find treasure, explore dungeons, rob banks, and anything else we can think of. The guild obviously pays a nominal wage for each mission completed… but I’m thinking that the bosses are corrupt, greedy sorts who horde most of the cash for themselves. Since basic wages are so miserable, most guild operatives resort to stealing, “liberating”, purloining, snatching, squeezing, and otherwise outright grabbing everything of value that they come across. Our heroes, however, having found themselves in the unenviable position of apprentices in the Security division, will often have to weigh the potential value of an acquisition with the probability that taking said object will trigger some kind of deadly countermeasure.
As if that wasn’t bad enough, the Guild also runs a very profitable Company Store. The store sells all sorts of great adventuring gear: rope, lamps, lockpicks, weapons, armor, potions, scrolls, disposable henchmen, special gear that we think up, and, most importantly, a Resurrection Service: whenever an operative dies, he or she will be instantly resurrected and returned to the Guild (NWN style), but they will be required to pay a hefty Service Fee for the pleasure. Guild accountants will, of course, be happy to take an IOU… so I forecast that as the game goes on, the amount of money they owe to their employers will become a humorous way for the party to gauge their success.
I have a bunch of ideas for specific dungeons, but I’d love to hear what everyone else is thinking first.