tony gent |
Hi all i'm starting a new campaign and im going to throw a big curve ball at the party.
The games going to start normal enough but very quickly the party is going to end up in the oldhollow world setting from basic D&D (with a few changes) the idea behind it is the characters will be in a totally diffrent enviroment the whole world is filled with monsters and cultures from anichent history but twisted as it has evoled very differently from there world.
Things like it is always noon and the sun is red not real sunlight there are floating islands miles over there heads and the lands between citys is truly wild
Your thoughts please
Ps forgive the poor spelling but my smart phones is not being to smart
Odraude |
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One thing you should do is to make sure they don't build for one campaign theme (like, say they build for an urban campaign) then immediately switch the setting. You'll invalidate their builds, make them useless, and they will resent you for that. Instead tell them to build for a general adventure and emphasize the need for preparation. That should help them cope with surviving and not getting blind sided by the sudden change.
DominusMegadeus |
Is the sunlight still sunlight, in a game mechanics sense? Ghorans need sun every day or they take Con damage, for example. Not to mention things like Dhampirs/Vampires or any other sun-based mechanic.
I'm also concerned for clerics, different world setting usually means new gods, that's a whole lot more damning for them than for others.
Mark Hoover |
Is the goal merely to adventure around inside the world or are they trying to get back to the surface? I think to enhance the feel try variant versions of magic items, or unusual materials like bone swords or scrolls written on clay tablets or something. I never played in the Hollow World setting but I've run/played campaigns that involved radical culture shifts or demiplanes and such.
I commend your working w/your players to be prepared T-Gent. However there's certain decisions mechanically speaking that you'll really have to work w/the players on. For example if the party's ranger takes goblins as their favored enemy the hope is that there are goblins on the "inside". Otherwise that's a really wasted decision on their part.
Perhaps it would be worth it to foreshadow the new world. Let the party find a journal of a former explorer, or perhaps a map of this alien place. Maybe there have always been rumors and legends but no one's ever ventured there and returned. You might even give them access to things like speak w/dead or augury to give them some cryptic clue like "the way out is the way through. Seek ye the old new world from the inside out."
Good luck Tony G; it sounds like a blast of a campaign!
tony gent |
There free to do what they please but I've put a plot hook in early on they get there as the unwelcome passenger on a ship which is carrying a powerful lich who is seeking certain powerful and ancient magic items
So the can try to get out or just stay and start fresh or try to foil the bad guy
I've also got some different types of magic items a common one will be spell tiles instead of scrolls or potions you have to break the tile to use them
So they can go off by accident or cam by used as traps .
I've also got lots of clues as to what's happened and where they are so should be good