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My suggestion is to come up with some lesser diety or have the player worship an ideal (if im not mistaken it can be done) ideals draw from multiple dieties and makes it much easier to set up politcal situations if you need too. a good ideal to worship is the ideal of cleaness(ritual cleanseing and the like) both mind and healing domains could be possible. however other ideals/principles could work as well. As it stands though I don't think a Mind/Healing god exists.


With gang life being the focus of your campaign make sure you got alot of buildings and specific inhabitent. Maybe read up on urban warfare tactics so the streetfighting seems logical. If this is your players first game. inform them that its easy to die at low-level. (really easy, weapons that do twice your health at max beginig readly availble)
good hunting


Great Idea, I ran a campaign like this a couple of days back, it was a lot of fun. Just a note if this is your first modern campaign (do your research, ships, planes, trucks and guns) you really need to know about the modern world, and if you get the chance pick up weapons locker, as the name suggests it is a big book of guns (it includes almost every firearm used since 1946) and is a great help for adding verity to characters. not every thug should have the same colt .45 and ak-47.


On the topic of limiting magic items (i rarely allow players to by wonderious items) and i normally give my players special magic items (i make them up) so they don't get over-powered but npc spellcasters should not be as powerful as PCs (and remember the rules dont need to be final) and for me they rarely are.


I don't know, I write all my own adventures and build my own worlds mostly (every so often i do something like raze a magic island from the sea in eberron) but i never post my campaigns (they dont make any sense to the outside world) and they dont always follow the rules.


I feel that way about most of the books out right now but yea ive seen that in other books too (i cant remember which at the moment though)


My favorite would have to be a template character (tauric) their half-humanoid half-beast creatures. (Its fun to build your own centaur) I also like seeing feral wood elves (with claws) but my favorite unmodified race would be Gnolls (the role-playing potential for a gnoll is quite large) I played a CG gnoll ranger who went renegade from his clan (due to alignment) and now lived in the mountains and hunted other gnolls.


Eberron how I hate thee, its no fun the PCs get to much power (I'm a Darksun fan) so I like campaigns where you die from thirst. Eberron is just too lush and rich (in minerals) even after a brutal and destructive war there are these grand cities filled with magic and wealth. And the other land masses are barely mentioned (in my opinion the core book should cover a bit more) it feels like the campaign was set up in such away that in order to run a full campaign you had to buy expensive supplements. (To get around this I built my own continent and ran my only Eberron game there. I feel the setting is to easy (I like my games very hard) with to many broken rules (item creation) and strange and pointless races (warforged, Shifter, Doppelganger men, and the Kalishtar). I like that Wizards look to the audience for an idea, but the creativity that should have been found was lost because profits not good campaigns were the main focus (I did not submit a campaign idea).


Uri Kurlianchik wrote:
Rat_Mage wrote:

Since the discussion has veered (mainly) into all evil campaigns, I thought I’d chime in. Awhile back I had an idea for an evil campaign, it took place in a mountain range (like the one around Mordor), there a bunch of orc, goblin, bugbear and hobgoblin tribes you could play as and each had unique bonuses to the tribe (some had dragon allies, other these Tessla coil stones) but because they were all in a setting against one another I could ignore level adjustment and the like. Plus I got to set up some interesting societies.

When I ran the campaign I had 3 players (all hobgoblins of the black-forge tribe)
-Male Hobgoblin Fighter 2/Ranger 3
-Male Hobgoblin Cleric 3/Paladin 2(unmodified paladin)
-Male Hobgoblin Sorcerer 4/Barbarian 1
It only lasted a few weeks but it was a lot of fun
And what was the main story, whom did the PCs fight? what was their main quest?

The campaigns main story was the compition between the tribes, each tribe had its allies and enimeies and the PCs struggled to control their mountain or fight of the beastmen(gnolls and weremen) or the dwarfs who were invading. admitedly however, the story arc was a bit to short and the moutains not fully mapped (i had to come up with the idea in 2 days).


I don't know but an all drow campaign seems to be a bad idea the society just isn't set up to allow a functioning party. I would recomend trying other evil PC types like hobgoblins or something


Since the discussion has veered (mainly) into all evil campaigns, I thought I’d chime in. Awhile back I had an idea for an evil campaign, it took place in a mountain range (like the one around Mordor), there a bunch of orc, goblin, bugbear and hobgoblin tribes you could play as and each had unique bonuses to the tribe (some had dragon allies, other these Tessla coil stones) but because they were all in a setting against one another I could ignore level adjustment and the like. Plus I got to set up some interesting societies.
When I ran the campaign I had 3 players (all hobgoblins of the black-forge tribe)
-Male Hobgoblin Fighter 2/Ranger 3
-Male Hobgoblin Cleric 3/Paladin 2(unmodified paladin)
-Male Hobgoblin Sorcerer 4/Barbarian 1
It only lasted a few weeks but it was a lot of fun