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![]() 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)
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![]() 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. ![]()
![]() 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:
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). ![]()
![]() 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.
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