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Campaign Plotting
I've been thinking about a theoretical Basic D&D campaign recently. I suppose it could be the lunch hour game mentioned in my earlier post, or perhaps some other game yet to be planned. I'm trying not to plan for it specifically (don't want to get my hopes up), but just generically what I would like out of a Basic D&D game.

First off, I drew a map. I used the rules from Renegade Crowns to generate some geography, which is what's posted to the left. I used hexes instead of square graph paper, but otherwise it's the rules right out of the book. The next step is placing some ruins, which I've created modified tables for to de-warhammer-ify it. I'm trying to strike a balance between overplanning and having enough to spark my imagination during play. I won't follow the Renegade Crowns rules all the way through (I certainly won't be building the local princes and their domains), but I do want to find a way to drop some settlements (aka safe places) in as well as more dangerous territory to explore.

I'll post more details of this sandbox building experiment as it progresses, but I'm having trouble deciding how much detail to include. I don't want to spoil anything should any of my readers become players! Though if I'm in danger of that, I've likely gone too far in the planning already.

Secondly, I'm thinking about house rules. I will certainly be using the inverted attack rules I posted before. I read this one on Grognardia that I really like:

I know of several referees who only give XP for gold that's spent. This is a nifty idea, as it rather nicely emulates the way that Conan or Fafhrd and the Gray Mouser would go on binges of spending after they'd completed a particularly successful adventure -- only to wind up poor again in short order.

It's an interesting twist I think without really breaking the XP rules too hard. Should help keep the PCs poor and thirsty for more adventure.

I continue to be torn about the Thief class. Part of me just wants to do away with it all together. If I do keep them, I want some general rule to fall back on for what happens when the thief fails to opening a lock and the party busts down the door. Sometimes, depending on what's behind the door, it's obvious. But if not, I think I'd like a good 50% chance or so of a wandering monster standing behind the door ready to ambush whoever made the ruckus.
June 22nd, 2009 - 01:33 pm | Comments (0) | PERMALINK

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