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CAMPAIGN
In this campaign, I will be constructing the world we play in by hand, as we go, so as to be limitless in size and variety. However, I will be expecting you, my dandord crew, to help design the setting. I want some input right away. Any idea's for places, people, economics, politics, geography, anything. I want at least one unique idea from you. I would appreciate at least 3. And if you have more, you might be my favorite person. Which means a lot to you when I'm the DM ;)
 
We will not have an overall campaign goal. This will not be some videogame where your ultimately out to kill the one legendary antagonist. There may linked quests to do such things, but every quest will not lead up and build to one final battle. Instead of this being some novel, it will be a series of short stories, all involving your characters.
 
In this campaign there will be kick-in-the-door combat, opportunities for your unique skill and feat selection, puzzles and obstacles for the player's mind, mini-games for extra rewards, NPC interaction to build your personality. Keep in mind that each of these listed styles of play will be rewarded. I may cut back on monsterxp, to emphasize the fact that yes, you can gain experience through non-combat NPC interaction. I will also be doing lots of fast-forwarded down time. This will mean, your characters will temporarily become NPC-like, and I will explain where they went and what happened until I get to a scene of interest to you.
 
I will not be limiting the use of skills, feats, abilities, spells ir items to the constriction of the written rule. I will be rewarding your creativity whenever possible. If you have ideas, feel free to ask before session, if you have the idea during a session, you will just have to try it out and see if it works. Examples? ex1:The chasm is too far to jump, but there is a giant eagle positioned half way across, you want to use the feat spring attack, the jump skill, and an unarmed attack, to leap halway, kick off of the monster and land on the opposing sid eof the chasm. Alright. Let's give it a shot.
ex2: The guards are gaining on you, your trapped at the top of the stairs, lucky for you you're wearing robes of useful things. You quickly pull off the 10ft boat patch, and fling it down the stiars at the guards... I'd call that an area attack that autohits for at least 2d6+2 damage.
ex3: You're to bring a sample of ice from Mount Raken back to the Ice Witch. You construct what in modern days would be called a cooler. Every hour of travel in the hot sun you open it up a crack and cast ray of frost into it to keep the ice from melting. Eh? A combat spell used non-conventionally? That calls for some XP to be handed out.
 
D&D is a fantasy game. Therefore. It doesn't have to be realistic. It has to be fun. So don't complain if things that can't be explained happen. If you need an explanation, let me know and give me a day or two. For example. "Boyson, why is it after being on the very verge of death -9, can I rest for less than a week and be at full health without magical aid?" To this I respond. "We live in a magical world. Time progresses differently, and so wounds seem to heal much faster than they should. Picture it like, if we went there, everyone would move slow, be awake for days on end, then sleep for days on end. To them it's normal time, but to us it's wierd.

CHARACTER
From you're character I will be expecting you to make a character you will enjoy. Not just for gaming, but a character that will fascinate you, that you will want to develope as you play. I would like you to select a Character Theme. For example, a power-house who uses power attack even when he shouldn't, or a clever caster who always tries to use charms and enchanting to manipulate his enemies into fighting for him. Because I am enforcing all this "work" in character developement, I will tell you that yes, you can die. But because you put so much work into making me like your characters, I will do everything in my power to challenge you without killing you. You will have to do you're part as well. Don't assume you can hadle anything that I throw at you.
 
Character's FULL Name: This may involve a middle name, or a title.
Time Line: This is based on your character's age. It will include defining moments, and memories. People you've met, places you've gone. Feel free to make up your own places, or ask me if I have any places already like what you have in mind. You need AT LEAST 6 events on your timeline (in addition to birth and hero moment).
Character Encounters: You're characters must have individually had some interaction with one another previous to becoming a party. Whether this was jail mates, fought alongside eachother defending a merchant or town, knew each other as children, went to the same wizard/warrior academy. This interaction should always have been at least neutral if not positive. Such as being a bar brawl against eachother, holding no grudges, but earning respect for one another.
Hero Moment: This is to be a part of your time line. The moment you began capable of earning XP in mass. It will be told in story but can be explained as "rolling a 20, when anything else would have been a fail, in a very crucial moment" ex: You, a simple militia soldier, strike the killing blow of the reknown orc raider chieftan. You along with only two others survive the killing disease that struck your home town. Your moment should be near the end of your timeline.
Family Tree: Includes Parents, Siblings, Grandparents, Aunt's & Uncles, Cousins. This may include more but requires these as a base.
Vital NPC's: This includes at least 1 of each of the following. A friend, a teacher, a rival/enemy, and someone not impotant but memorable to your character (such as a shopkeeper or a random traveler) and at least 1 more of your choice. The more the merrier.
Values: You must explain your favorites and contempts and opinions for these various things. Alignment, Ability Score, Race, Class. This will help you figure out your characters personality, and give me things to work with.
3+ Traits: Noticable 1 word personality aspects, ex: serious, loud, religious, you know the drill.
2+ Attitudes: Important core personality traits in sentence, ex: Believes that laws are corrupt and freedom is more important than justice. Places more value on comrades and see's himself as expendable. I challenge you to pick an attitude that you as a person dislike. For example if you hate people who do everything by the book, maybe that's something your character should do. This will encourage better roleplaying, because you will have to get out of your own mind into one that you have never imagined having. It will open your mind to roleplaying. The idea is to be someone else, whether they are similar to you or opposite.
1+ Physical Abnormality: Easy, unusual eye color, visible scarring, wears certain colors, tattoos.
1+ Quirks: Something out of the ordinary, or an overexaggerated quality that gives your character some flavor, ex: A favorite line, a way of talking, an accent, a habit, a certain superstition.
3+ Sentimental Possessions: Like many d&d campaigns, this one will revolve in many ways around your equipment, however unlike others it will not always be on obtaining legendary items, but rather creating them through your own exploits. To explain why a fighter would not simply use the new magic longsword over his own masterwork shortsword, there must be sentimental value on the shortsword. Your sentimental possessions may include combat equipment,  but must include at least 2 non combat items. Reasons include but are not limited to... Souveniers, Tokens of Friendship, Graduation Gifts, Parting Gifts, Family Heirlooms, Trophies. Any kind of memorabilia. The items may reflect your personality or lessons you've learned.
Goals: Your character should have at least 1 of each of the following goals. Combat, Skill, Class, Personality, History, Possession, and Misc.
 

Creation
Step One: Assign 25 Points
                 The cost for an ability is the next mod -1. Min 1.
                 For example if you are at 8. You're next mod is 0. Min 1.
                 If you're at 12, your next mod is 2, -1 = 1 point to get to 13
                 If your at 17, your next mod is 4, -1 = 3 points to get to 18
Step Two: Racial Adjustments
Step Three: You may +1 and -1 any 2 stats so long as you don't break
                   max or min scores.
 
You pretty much know the drill.


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