Monday 10 March 2014

D&D, finally!

Dominic Matte
After a very long time it finally looks like I'll finally be running another D&D game! (The Long Game isn't over, but Dallas is over in France and we've only played one session since then)

A friend asked me if I had any material I could run. I told him it's not a matter of whether I have material, but which of these seven campaigns he'd like to play. I'm pretty excited and eager to get working on a new campaign, but first the group is going to have to pick one. I narrowed the list down to be a better fit for this group - we may not play super regularly, and we may be missing one or two people in any given session, so it'll have to be fairly episodic.

So here are the three options I sent over:

_________________________________________________

THE FLOOD

The campaign is set in a single city experiencing a devastating flood. Trapped in the isolated city, you'll have to deal with the immediate consequences - ancient protective seals are washed away, waterlogged magical artifacts malfunction, monsters escape from an exotic zoo, soft ground lets coffins float to the surface and release undead... As time goes on and isolation continues, new gangs, organizations, and cults will form, and people will start to wonder what caused such a huge flood in the first place... 

This campaign focuses on a single city and how it copes with a major disaster, and looks at some unexpected problems that such a disaster might cause in a world full of magic and monsters, as well as the rising pressure of diverse groups trapped in one place.

_________________________________________________

THE NEW FRONTIER

A prosperous, isolated kingdom is running dangerously short on resources. The king and queen send out a call for adventurers to explore the unseen lands beyond the borders to create maps and claim new resources, with pay based on map accuracy and richness of finds. But not all adventurers are honourable - competition is fierce and rivalries develop quickly. 

This campaign is focused on exploration, discovery, and rivalry. Do you go for the most claims or the best claims? What are you willing to do to secure your discoveries? What happens if someone steals your claim? What if your discovery already belongs to someone?
_________________________________________________

HIGH SEAS

Over a thousand years ago, the entire continent sank beneath the ocean, and now the former mountain tops are the only solid land. Explorers and pirates make their fortunes rediscovering lost ruins and artifacts, both above water and below. Monsters and storms ravage ships and islands indiscriminately. Cities and small empires are made or broken by naval strength and cannon fire. Fragile alliances are forming for the first time in hundreds of years, and peace may finally be on the horizon... but so might all-out war. 

This campaign features a lot of naval play, including ship-to-ship and underwater combat. Diplomacy is important, but when it fails, so is strength at arms. There's plenty of room for a mix of exploration, politics, and naval warfare.

_________________________________________________

Once the group decides on a campaign, I'll get to work. I'm excited - haven't worked on D&D in a while, it'll be fun to get back into it.

No comments:

Post a Comment