When I was in undergrad I read some bullshit article in WSJ
or BI or FT or some other Wall Street circlejerk publication about how to pick
a job that was right for you. They interviewed some president or C-Suite guy
about how he came to pick the job he had (lol, I know). The advice? List what
you want in a job, or features or aspects you liked in jobs past, and find a
position that checks as many of those boxes.
Shit advice if you’re a teenager who has only ever worked in
fast food, but the idea (and the utter hubris the article represented) stuck
with me. I have been thinking about spinning up a new campaign and have a
couple setting ideas. By applying the shit WSJ job search advice to RPGs, I
hope to come to a decision point on what I want this new campaign to be.
I wrote a little in the previous post about how I haven’t
run a traditional D&D game before and am sorta looking to do that now.
Let’s see if by the end of this process, it will be a setting in which to run
an already-written ruleset or a setting + rules hack. Historically everything
I’ve done has been the latter. Can I exercise some restraint this time around?
Time will tell, but without further ado:
John Hunnicutt II |
BRUTAL MAGIC DESERT CAMPAIGN
Precis
Blood-red sun hanging low over the horizon of a rocky
desert. City-states ruled by brutal magi-kings wage war along the riverbanks; hill
tribes launch cattle raids from cliff dwellings; inscrutable nomad caravans
travel age-old circuits as the seasons dictate. A map loosely based off the
geography of southern Arizona, embiggened and fantastical. Arms and armor made
of stone, bone/chitin, flint/obsidian; metal-as-magic.
Influences
- Arizona
- Dune
- Dark Sun
- Ancient Egypt/Mesopotamia
- Precolumbian American Southwest
- Caves of Qud
- Banner Saga
- King of Dragon Pass/Six Ages: Ride Like the Wind
What I Want From This Game
- Cultural background of characters to matter
- Weapon/armor quality based off material
- Metal scarcity
- Different magic systems
- arcane/clerical magic of magi-kings?
- elemental magic of hill tribes?
- some third thing for nomads?
- Hex Crawl or Point Crawl
- Survival Mechanics
- Currency = XP
- Ceramic Standard – Clay coins instead of copper/silver/gold
- Barter – items have base $ value for XP/trade purposes
- Water – gallons as money would make looting logistics interesting
- Renown – wealth measured in words/deeds/relationships
- All the above: different systems for different cultures?
System Considerations
2E + Dark Sun
I think all the above could technically be
done with the original 2E and Dark Sun books. However, player buy-in for that
would be tough. Those are long, wordy, poorly laid out tomes and neither I nor
the players have any table experience with that system. That being said, I
would be able to focus solely on prepping for the actual campaign rather than
alongside crafting a bespoke setting and hacked-together rules.
OSR
Lighter rules, generally better formatting, a vast
breadth of content to steal from, etc. make choosing an OSR ruleset very
attractive. The question becomes: which one? That’s almost a whole post in and
of itself. I don’t feel like writing that post. GLOG, OSE, Knave, and WWN are
the ones I am most familiar with. Would likely require some houseruling,
especially if I am pulling rules together from different sources but using one
as a base and then having a house rules document ain’t no thang. I will need to
come up with my own setting for sure.
Runequest/Mythras
An outside choice, for sure, but one that
mechanically fits some of the goals better than the D&D family of rulesets.
Different cultural backgrounds and magic systems are well-represented. As with
the 2E, these are lengthy books and I’m worried about player buy-in. However,
some of the prospective players (and I) have experience with the 40k RPGs which
are D100 systems so this is dependent on who actually joins the game. This is
fundamentally not D&D, though, so kind of defeats the purpose of me coming
up with the campaign as a means to play D&D; does that actually matter? Will
have to draft own-setting.
H E A R T B R E A K E R
The thing I am trying to avoid
doing. Pros? It is exactly the game I want, the rules I want, with the setting
baked into the mechanics, all wrapped up into one neat little package with my
name on the front. Cons? It is time consuming, frustrating, and unnecessary
beyond the ego-stroke of saying, “Yeah, I wrote this.” Requires basically live playtesting
and I would still have to come up with the damn setting.
Conclusion
Rereading all I’ve written so far makes me wonder: what is
this game going to be about? Is it the traditional game of dungeoncrawling,
murderhobo D&D, or surviving and exploring the desert and its cultures? Is
it a little of A, little of B?
What bullet points did I leave out that should be included?
What system do I pick to check as many of the boxes as I can?
Another question for yourself: what's the minimum amount of rules you need to have prepped for session one? Because you can always add more rules as the need arises to flesh out the rest of the system, but session 1 can be pretty small.
ReplyDeleteI'm a fan of smallest-viable-system for session 1. Let's you focus on the important stuff.
That is an excellent point.
ReplyDeleteProbably character creation rules for a session zero, but assuming that I'm dropping the PCs into a dungeon crawl right away the rules for travel and dying of exposure and all that aren't at that time crucial.
Ostensibly all of that comes part and parcel with choosing an established system -- RKaitz, Domopunk, and mtb CA on the OSR discord pointed me in the direction of an OSE adaptation of Dark Sun. Picking is now that much harder.