Feb 12, 2008 16:18
After my last D20 modern campaign imploded from disinterest (a campaign set to take a long time shouldn't be played every 3 weeks), I, due to popular demand, am going back to basics: D&D 3.5ed. It is a bit "jazzed" up by using the Eberron setting, but still fairly bareknuckle 1st level slogging.
I have placed a few rules for myself in this:
-no "friendly" villains. I have used the "nice guy betrays you" plot device so often that my players don't trust any of my NPC's. So, I am going back to formula and having even the "good guys" be somewhat standoff-ish and at worst aggressive.
-no ridiculous rewards. I have succumbed far too often to laziness involving treasure dispensation that my PC's rarely have cash problems (to the point of boredom). Through the course of this campaign I shall stick with the charts available in the DMG.
-to begin: no overarching end-of-the-world consequences. Too many campaigns I have begun involve the Players having to stop the destruction of the World, Kingdom, Plane, or Universe. Why not just a fight for their lives? Why not just adventure for adventures sake to begin? Later I think I might add a recurring baddie, but for the time being, it will be swords, orcs, and silver.
The only rules I set for my Players is that they play something they have not played before (at least with me).
-So far, here's the lineup:
-Stiggy is playing an evil bard
-Kohnke is playing a girl (not yet a woman) thief
-Shaun is playing a gnome barbarian
-Dan is playing a minotaur druid (who at first level is essentially just a mino-calf w/o any druid abilities until 6th level)
The rough part for me will be making sure to set them up against appropriately leveled encounters. There isn't a huge abundance of threats that can't kick your ass soundly at 1st level, but I think keeping the missions simple is the goal. First mission: rescue an agent of a thieves guild from a band of orcs. A twist might end up in there somewhere, but it isn't a guarantee.
gaming,
dnd,
eberron