This is based off an idea cooked up by a friend of mine, Keith, in 1993 but never fleshed out or used by him, but used well by others. I fleshed it out with specifics and a flow. Feel free to use as you like, it is just an extended sketch.
Setup: The PCs need a starship, preferably either a fast one or one that can blend in. Stock freighters are always best. Get it explained why the PCs are together before the session or roleplay out their meeting. It is important that no PC be already active as an agent of the Rebellion but that all at least dislike the Empire.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts
Friday, August 14, 2020
Sunday, April 12, 2020
If Your Torches Burn for only One Hour your NPCs will be More Important
In the Seaward campaign the PCs formed an adventuring company, got a charter from the King, bought an old inn as a home base and, most recently, built their own level in my superdungeon.
None of them are above 7th level and most of this activity began when they were 3rd/4th level.
The Company is about 10 PCs but they have about 45 henchmen, as well as about 100 hirelings, mercenaries, etc.
When discussing my campaigns in blogs, forums (very rare), on my Discord, etc. a frequent question I get is 'how do you get your players so invested in the world? NPCs seem important, they use a lot of henchmen that develop their own personalities, and they start doing things we associate with being name-level very, very early. What's the secret?'.
The really, really short answer is that in my campaigns torches burn for an hour and weigh 2 1/2 lbs.
None of them are above 7th level and most of this activity began when they were 3rd/4th level.
The Company is about 10 PCs but they have about 45 henchmen, as well as about 100 hirelings, mercenaries, etc.
When discussing my campaigns in blogs, forums (very rare), on my Discord, etc. a frequent question I get is 'how do you get your players so invested in the world? NPCs seem important, they use a lot of henchmen that develop their own personalities, and they start doing things we associate with being name-level very, very early. What's the secret?'.
The really, really short answer is that in my campaigns torches burn for an hour and weigh 2 1/2 lbs.
Friday, March 27, 2020
Seaward: Massive Update
The players decided to do a focused scout inside Skull Mountain so set off through the Briars with a party heavy on thieves and light on fighters (although the ranger Starfalcon was there).
After a long slog up the Old Road slowed down by massive Spring rains and high winds the party reached the Plateau just in time to see a group of human-shaped figures go down what they call the Hunter's Trail on the south slope. Some very careful scouting by familiars revealed a camp about 1 mile down filled with a hobgoblin warband of about 60.
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Thursday, October 17, 2019
Scaling and Threats: DM Insights
We all know the player where we aren't sure what the heck they're doing at the table. Here's my favorite example, from my old friend Mike Nevala's d6 Star Wars game.
The young Jedi, hotshot pilot, young senatorial, and smuggler were separated in the Imperial base. The Jedi (me) found the young senatorial (now my wife on what was our first real date a looooooong time ago) pinned down by blaster fire and rescued her. The smuggler (my wife's best pal) had already stolen a shuttle and was waiting for us at a side exit. The hotshot pilot (Dave, in his first game with us) was on top of a lift when this occurred.
Mike: "Above you you see a metal grate about 4 meters square - the top of the lift shaft. Above it you see the lift machinery. The elevator will be at the top soon, if you don't do something you'll be crushed."
Dave: "Uhhhhhh. I pray."
Mike: "Wha?"
Dave: " I kneel in the corner and pray for the Force to save me."
Mike: "Ummmm. OK, as you raise your eyes in prayer you see that in the very center of the grate the grill has a different pattern, an area about a meter on the side."
Dave: "Does the Force tell me what to do?"
Mike: "....noooo. But that square area could be an access hatch or something."
Dave: "I don't move."
Mike: "OK, well. You die."
Dave never played with us again. I saw him 2 years later and he was still complaining bitterly that Mike was a killer GM.
The young Jedi, hotshot pilot, young senatorial, and smuggler were separated in the Imperial base. The Jedi (me) found the young senatorial (now my wife on what was our first real date a looooooong time ago) pinned down by blaster fire and rescued her. The smuggler (my wife's best pal) had already stolen a shuttle and was waiting for us at a side exit. The hotshot pilot (Dave, in his first game with us) was on top of a lift when this occurred.
Mike: "Above you you see a metal grate about 4 meters square - the top of the lift shaft. Above it you see the lift machinery. The elevator will be at the top soon, if you don't do something you'll be crushed."
Dave: "Uhhhhhh. I pray."
Mike: "Wha?"
Dave: " I kneel in the corner and pray for the Force to save me."
Mike: "Ummmm. OK, as you raise your eyes in prayer you see that in the very center of the grate the grill has a different pattern, an area about a meter on the side."
Dave: "Does the Force tell me what to do?"
Mike: "....noooo. But that square area could be an access hatch or something."
Dave: "I don't move."
Mike: "OK, well. You die."
Dave never played with us again. I saw him 2 years later and he was still complaining bitterly that Mike was a killer GM.
Monday, September 30, 2019
DM Report: the trip to Robias
Over the weekend we had a bookkeeping session/mini-adventure/investigation mission.
The Party:
Jennifer = Fiona, half-elven Fighter/Magic-user
Jack = Athanasius, human Cleric
Alex = the Sparrow, half-elven Fighter/Thief
Sam = Clarence, Human Fighter/Ninja (books, wishes, and such involved)
Nick = Thoren, half-orc Fighter/Thief
The Party:
Jennifer = Fiona, half-elven Fighter/Magic-user
Jack = Athanasius, human Cleric
Alex = the Sparrow, half-elven Fighter/Thief
Sam = Clarence, Human Fighter/Ninja (books, wishes, and such involved)
Nick = Thoren, half-orc Fighter/Thief
Thursday, September 19, 2019
Worldbuilding: Precision or Atmosphere?
The Fun Lads Four (who will soon be the Fun Lads Five as the youngest is rapidly joining the nerdery) and I were going over campaign notes last night and we were discussing how very subtle shifts in tone result is massive changes in perception. We think we came up with some insights:
Saturday, August 24, 2019
Fortieth Anniversary Adventure
Which continues this weekend, naturally.
The main party headed through the Briars to Skull Mountain. On the way they met stragglers from Whitehill's army and killed them all. A dozen or so large spiders had taken up residence in the Entrance Cavern; the party shooed them back with fire and entered the North Door, checking the areas for disturbances.
All was in order so they entered the Pilgrims' Hall and travelled the long way to the Pilgrims' Stairs. In the Chapel they found the body of a female verbeeg, dead no more than 2 weeks. She had been cut down by a hobgoblin's poisoned dart.In her pouch was a message asking the company to assist them as they were besieged by hobgoblins.
The party immediately struck out to the Garden Level and set all the hirelings and supplies with the 'camp guards' henchman team and struck out through the Cavern of Herds (finding another dead verbeeg messenger) and the Trog Tunnels. After the almost 4 mile trek they spotted a hobgoblin camp at the junction with Hobgoblin Highway. A force of 80 hobgoblin warriors with onagers and ballistae were behind a barrier and firing on the verbeeg wall and about 120 hobgoblin females, slaves (mainly goblins with a handful of kobolds), and such were in the main camp.
The party hit the main camp like a thunderbolt, cutting their way through them rapidly and engaging the warriors with a strong frontline and spells. The verbeeg sortied out and the hobgoblin warriors, surrounded, were cut down to the last.
The main party headed through the Briars to Skull Mountain. On the way they met stragglers from Whitehill's army and killed them all. A dozen or so large spiders had taken up residence in the Entrance Cavern; the party shooed them back with fire and entered the North Door, checking the areas for disturbances.
All was in order so they entered the Pilgrims' Hall and travelled the long way to the Pilgrims' Stairs. In the Chapel they found the body of a female verbeeg, dead no more than 2 weeks. She had been cut down by a hobgoblin's poisoned dart.In her pouch was a message asking the company to assist them as they were besieged by hobgoblins.
The party immediately struck out to the Garden Level and set all the hirelings and supplies with the 'camp guards' henchman team and struck out through the Cavern of Herds (finding another dead verbeeg messenger) and the Trog Tunnels. After the almost 4 mile trek they spotted a hobgoblin camp at the junction with Hobgoblin Highway. A force of 80 hobgoblin warriors with onagers and ballistae were behind a barrier and firing on the verbeeg wall and about 120 hobgoblin females, slaves (mainly goblins with a handful of kobolds), and such were in the main camp.
The party hit the main camp like a thunderbolt, cutting their way through them rapidly and engaging the warriors with a strong frontline and spells. The verbeeg sortied out and the hobgoblin warriors, surrounded, were cut down to the last.
Sunday, July 28, 2019
Long-term Campaigns and Growth
In a very short period of time my AD&D campaign will be 40 years old. I want to take the time to discuss how a campaign can last that long.
Thursday, March 7, 2019
Appendix N: Andre Norton, Witch World, and My Campaign
When I finished reading the Barsoom books when I was 9 (My father had the entire series from his own youth, including a first printing of Thuvia) I read Daybreak 2250 (also called Starman's Son) by Andre Norton. I loved it. I read Tarzan books for about a year then found Norton's Crystal Gryphon. Then I read Witch World.
Shortly thereafter I started making Seaward, my own AD&D campaign.
Shortly thereafter I started making Seaward, my own AD&D campaign.
Sunday, June 10, 2018
Play Report: Tournaments in Seaward
Spring in Seaward is cause for nobles to leap out of bed with a smile - the tourneys have begun! As soon as the blooms begin there is a tourney in Ekull, then at Wyvern Keep, then Timberlake, then at the Shining Keep, and then the Royal Tourney at the capitol.
The noblemen Ludwig and Lenard assumed they could not attend this year when an agent of the king met them and asked them to solve a series of murders....
Note: Adventure added, needs more edit.
Saturday, June 9, 2018
High Level: My Seaward Campaign
In 1979, as I recall right after the 4th of July, I showed my players a map that had a pirate's cove, a wizard's tower, and a town named Seaward.
I am still running that campaign.
When you play the setting comes out in notes and during play. When you read about it on the blog you miss a lot of context. So I will give a high-level summary.
Mild edits (more needed) and some expansion.
I am still running that campaign.
When you play the setting comes out in notes and during play. When you read about it on the blog you miss a lot of context. So I will give a high-level summary.
Mild edits (more needed) and some expansion.
Saturday, April 7, 2018
Worldbuilding: More Details of Whiteford
Continuing from here.
Patchwork Lands: Whiteford
Town
Population: Humans:
~1,100 (about 185 households)
Dwarves: ~120 (about 30 households)
Halflings: ~60 (about 10 households)
Elves: ~20 (about 7 households)
Saturday, March 31, 2018
Worldbuilding: Whiteford town in the Patchwork Lands
I have been slowly building up a Rolemaster campaign setting for some time. The players are making characters, so I am drilling down to a specific starting point.
Saturday, October 21, 2017
Classic Traveller: More for the Clash of Stars Campaign - Mercenary Cruiser and Mercenary Company
I never really liked the mercenary cruiser from Classic Traveller. Once I was in the army, I liked it less. So I took the opportunity to make my version of a mercenary unit and cruiser for my new Traveller campaign!
Saturday, October 14, 2017
Classic Traveller Campaign the Clash of Stars: Setting Details
Hi, everyone! Posting has been light due to a new contract keeping me at work long hours, but gaming has been going on in the background.
I have mentioned the general setting before.
I have mentioned a few more details and even a starmap before [althought the final map will differ].
Let's get down to some nuts and bolts!
Saturday, August 26, 2017
Rumors of the South
The players are preparing an expedition to the nation south of Seaward - the Grand Duchy of Banath. Here is what they know:
Lord Osmend of Whitehill; the grandson of a Knight of the Starry Banner and son of a Knight of the White Sun (a lawful good order) was seen as a paragon of virtue until he met the Lady Jacinth, a noblewoman from a distant land of Outremer. Within weeks of meeting her Whitehill proposed and soon thereafter he changed drastically. Within months of their wedding he had alienated his key advisors and eventually dueled with and killed his own younger brother, the paladin Asric called the Bold.
The Lord Duke of Banath banished him but such was his personality that many of his men followed him, and many of the worst sorts flocked to his banner as he moved towards Treachers' Road. But while the Duke's Men were watching his soldiers Whitehill himself led a group of his toughest, most loyal men.
Accompanied by the Lady Jacinth, members of the Slime Cult, and even a Prime Assassin, he assaulted the conclave where the Lord Duke's heir was meeting with the Lord Count of High Morath to negotiate a marriage. The only heir to Banath and the Lord Count of High Morath were killed. The High Mage of High Morath, the Magister of Banath, the Archbishop of Banalan, the Bishop of Maralan, the Constable of High Morath, and the Lord General of Banath joined their lords in death. Whitehill lost his best captains, his personal mage, and the cream of his soldiers, but he and his wicked wife were able to join his remaining forces in the Eastern Wilds north of the Treachers' Road.
According to rumor he has taken the bodies of the Lord Count and the Banath heir with him to prevent Raise Dead.
-Banath now has no heir, no Magister, and a young, inexperienced Archbishop. The two most-senior nobles below the Lord Duke are equal in claim to the throne and each has 3 sons and no daughters. The Lord Duke is old, ill, and in despair at the loss of his beloved son. Banath did not pursue Whitehill because they are braced for a three way civil war for the throne.
-The Lady Count of High Morath is a girl of 19 with no High Mage, a new, inexperienced Bishop, and an army whose generals were just murdered along with her father. All six of the Great Houses have sons and all are angling to find a way to force her to marry their son to gain the throne.
-At the same time, many people in High Morath blame Banath (Whitehill was a Banath nobleman) for the death of their ruler so skirmishes are popping up all along the border, threatening a war between the two nations.
Lord Osmend of Whitehill; the grandson of a Knight of the Starry Banner and son of a Knight of the White Sun (a lawful good order) was seen as a paragon of virtue until he met the Lady Jacinth, a noblewoman from a distant land of Outremer. Within weeks of meeting her Whitehill proposed and soon thereafter he changed drastically. Within months of their wedding he had alienated his key advisors and eventually dueled with and killed his own younger brother, the paladin Asric called the Bold.
The Lord Duke of Banath banished him but such was his personality that many of his men followed him, and many of the worst sorts flocked to his banner as he moved towards Treachers' Road. But while the Duke's Men were watching his soldiers Whitehill himself led a group of his toughest, most loyal men.
Accompanied by the Lady Jacinth, members of the Slime Cult, and even a Prime Assassin, he assaulted the conclave where the Lord Duke's heir was meeting with the Lord Count of High Morath to negotiate a marriage. The only heir to Banath and the Lord Count of High Morath were killed. The High Mage of High Morath, the Magister of Banath, the Archbishop of Banalan, the Bishop of Maralan, the Constable of High Morath, and the Lord General of Banath joined their lords in death. Whitehill lost his best captains, his personal mage, and the cream of his soldiers, but he and his wicked wife were able to join his remaining forces in the Eastern Wilds north of the Treachers' Road.
According to rumor he has taken the bodies of the Lord Count and the Banath heir with him to prevent Raise Dead.
-Banath now has no heir, no Magister, and a young, inexperienced Archbishop. The two most-senior nobles below the Lord Duke are equal in claim to the throne and each has 3 sons and no daughters. The Lord Duke is old, ill, and in despair at the loss of his beloved son. Banath did not pursue Whitehill because they are braced for a three way civil war for the throne.
-The Lady Count of High Morath is a girl of 19 with no High Mage, a new, inexperienced Bishop, and an army whose generals were just murdered along with her father. All six of the Great Houses have sons and all are angling to find a way to force her to marry their son to gain the throne.
-At the same time, many people in High Morath blame Banath (Whitehill was a Banath nobleman) for the death of their ruler so skirmishes are popping up all along the border, threatening a war between the two nations.
Saturday, August 5, 2017
After Game Report: South of Adrian
The crew returned to the very edges of the Kingdom of Seaward tonight. The party was:
Jennifer - Trixie Finespark, female gnome Cleric/Thief 1st/1st
Jack - Lenard, male human Nobleman, 1st
Alex - Gare'E Byuzee, male elven Magic-user, 1st
Sam - Ludwig, male human Nobleman, 1st
Nick - Anarawd, male human Bard, 1st
Jennifer - Trixie Finespark, female gnome Cleric/Thief 1st/1st
Jack - Lenard, male human Nobleman, 1st
Alex - Gare'E Byuzee, male elven Magic-user, 1st
Sam - Ludwig, male human Nobleman, 1st
Nick - Anarawd, male human Bard, 1st
Sunday, July 9, 2017
Tuesday, June 6, 2017
Monday, May 15, 2017
DM Report and DM Tips: Lighthouses, Swords, and Derailing Campaigns
Ran a quick session on Saturday, just 3 hours of gaming (we only expected 90 minutes but Son #5 fell asleep on the couch!). WE played in my AD&D 2e campaign, called Blackstone, and the lower level guys went to stop some bad guys from getting intelligence from a ruined abbey.
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