| Subject: Faalor III (more) |
Author:
Balaern
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Date Posted: 16:06:07 05/18/04 Tue
What to expect in Faalor III
I’m writing this for you guys as much as I am for myself. This is part introduction for you guys, part design document for me.
Player Characters
So far, we have a very diverse group of PCs. Some PCs will have natural dislike for others. Some will begin to dislike the others only after prolonged interactions. This is a good thing, but, I hope, in the end, the PCs can come together as a single group to overcome the problems I will be presenting you with.
Mood and Themes
Overall, I want to get back to some basics of RP’ing. I think in recent campaigns we’ve gotten away from the comradery that I really liked about D&D: a group of allies and friends (doesn’t mean they always get along though) facing challenges together. You’ll need to cooperate like never before to get through this campaign alive. I don’t have a particular mood to exploit this time around like I did in pervious campaigns, and the themes will be determined by your characters, but I would like to return to the “good old days” of modules, like Keep on the Borderlands. There’s also going to be one BIG mystery that your characters will be involved in regardless of class, race, alignment or background.
Magic
This will be a very low magic campaign. This is Faalor, where magic is still feared as Maelwar’s work by the vast majority of people. Those who carelessly display magic or supernatural qualities will not go unnoticed. The treasure that you will find will be pretty non-magical. There, of course, will be magical treasures, but I want them to be found in a realistic proportions. You’ll actually have to go on “quests” to get magic items. (wow! What a concept!) Hopefully, this will increase the value of each item. At this point, I’m strongly considering stripping all magic from custom items. I may ask for suggestions on items that your character would want (you can make them if you wanted) for me to sprinkle around some.
Combat
While I usually have a significant amount of combat in each session, I’d like to keep this to a complete minimum this time around. Most fights will be easy (as they usually are), but major NPCs (“level bosses”, if you please) will be much more dangerous. You should also know that there WILL be fights you can’t win, at least not toe to toe. I’ll provide plenty of clues for you to help overcome obstacles, but don’t expect this campaign to be easy. You’ll definitely need to use your head, work more as a team and use every resource (skills to potions) wisely. While I think this campaign might be more dangerous, there is no reason why any character can’t survive through the whole thing.
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