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A brief description of the campaign

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A brief description of the campaign Empty A brief description of the campaign

Post  Sakusammakko Tue 18 May 2010, 22:56

Setting
This D&D campaign is set in a Medieval European society. Although I have used a real time and place for information and inspiration, it is not meant to be an exact replica of that historical moment. From time to time, I may suggest alternatives if something seems outside the scope of the setting. Currently, adventuring takes place in the ruins that lie beneath the less inhabited areas of the Kingdom.

Society
The Kingdom of Llión is a highly stratified society (as are neighboring kingdoms) and the social class you belong to is very important. That’s why character creation begins with choosing one of 3 groups to align yourself with-- Church and Crown, Merchants and Masters, Outcasts and Outlaws. This alignment greatly impacts the classes you can play, the flavor of your role-playing opportunities, your relationship to others in your party, etc.

Knowing your place and showing respect for superiors is expected, regardless of what you think of them personally. Members of the Church and the Crown sit at the top of the societal pyramid and their actions can only be judged by their peers. This offers them great protection when dealing with lower levels of society. Commoners don’t disrespect a member of this class casually.

Characters who come from the merchant and master craftsman class usually have very strong ties to their families and communities. This social class strives to gain more autonomy and wealth from within the system. Their financing of the Kingdom’s southern wars gives them increasing leverage with the State. Many harbor hopes of becoming nobles themselves.

Players are welcome to play outsiders, outcasts and outlaws, but are reminded that there can be social penalties for doing so. Unlike many campaigns where all PCs’ talents are equally valued, that may not be the case here when you mix class alignments. This is not an egalitarian or democratic society. Party members with a noble background are automatically given a leadership role and may treat each other as equals. Members of other classes are ‘inferior’ in station.

Religion
I’ve chosen to draw upon the historical religious realities of Medieval European society. There is one state-sponsored religion (the Nazarene faith) which is practiced and respected by most citizens. Belief in God is pervasive. However, God does not intervene directly in the affairs of men.

Members of the ruling class (Church and Crown) will display outward signs of being pious and religious. It's part of what keeps them in power. In today's age we're accustomed to taking a cynical view of this. I won't judge how a player chooses to play their PC, whether the faith means something or is simply a tool. However, the appearance (regardless of the substance behind it) is important for the role playing. It is entirely appropriate for characters to quote the Bible or call upon Christian saints for assistance.

Members of the merchant class are (at least outwardly) respectful of religion and careful not to question it indiscriminately. Only outlaws would dare making a public display of rejecting religion (they're outside the law, after all. What more can they lose?), though that would be putting a target on their back.

It is also possible to be a follower of one of the other Abramic religions, the Judans or the Mahomans, though prejudice and misunderstanding is common. All other religious practices are considered to be heretical or pagan and likely be persecuted by the Church.

Magic
In this campaign world, there are no bazaars to buy spells, scrolls or magical items and knowledge of arcana is severely limited. If a character wishes to use or practice magic, they will have to find it in dungeons or the wilderness. Spellcasting PCs will need to be careful about how and to whom they reveal their abilities and characters who would wield magic publicly are reminded that they may be seen as a threat to the existing power structure.

Races
While other D&D races may exist, the campaign is Human-centric. Halflings are serfs in this setting and can be played as a race.

Adventuring
Adventures are not necessarily level-appropriate. The lethality of adventuring is one of the reasons why it's not a profession. For now, adventuring takes place in the wilderness (which includes dungeons and underground worlds). The kingdom is mainly rural and there are large pockets of untamed areas and 'lost' ruins to explore.

While there is some choice in what adventures you can take, it is not a true sandbox. I just haven't got the bandwidth. I'll be adapting published material including a new extensive adventure by Monte Cook, a couple of classics and an 'old-school' dungeon I'm interesting in exploring. These mostly underground locations would be where all of the fantasy weirdness takes place. Once your PC steps into the dungeon anything can happen. When they return above ground, they return to civilization and normality. Of course, I reserve the right in the future to offer urban intrigue as interest and time allow.

Monsters
Some monsters, like dragons, are the stuff of myth and legend. Orcs and goblins are the subjects of children’s tales. Even though they haven't been seen lately, doesn't mean that they don't exist. Just not in civilized lands- at least in this lifetime. It's possible that monsters have been seen, but the people who see them are equally likely to be shunned as madmen as to be praised as storytellers.

Rules, Rulings and Rulesets
I want to keep the rules a player needs to know to a minimum. Basic combat, spellcasting and ability checks are sufficient. Anything else should be described and the Judge will rule accordingly. I have based the campaign on the Castles & Crusades ruleset, but make modifications as I deem appropriate. For example, I've created new classes that don't exist in the rules, but have mechanics based on other classes. If you've played most pre-4e versions of D&D, you'll be fine. There are elements of 1e, 3.5 and C&C.

Keeping Score
I'm very tempted to limit the meta-game info a player knows, starting with things like experience points and levels, knowing what class abilities you get at every level, easily determining magical weapon bonuses, etc. It might keep the focus on the adventuring and role-playing as well as add a sense of mystery to what happens to your character as you gain more experience. Don't get me wrong, the numbers are there and the progression paths are mapped out, but does a player need to know them?

I can be flexible on this topic. The video below is making me wonder if I'm being to strict on this subject. As Jane points out in the video below, unlike in real life, online gamers like knowing that rules are clearly defined and that they get consistent feedback that allows them to get better. We'll talk.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html


Last edited by Sakusammakko on Mon 06 Sep 2010, 08:54; edited 3 times in total (Reason for editing : Slight modifications to text)
Sakusammakko
Sakusammakko
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