Showing posts with label name of the empire. Show all posts
Showing posts with label name of the empire. Show all posts

Tuesday, March 26, 2013

In the Name of the Empire - Part 2

Progression

Heroic Tier
The heroic tier adventures would be focused on exploring the island and establishing various bases. Each region of the island would essentially be a single, large adventure with a primary theme and few possible threads throughout. There would be totally random encounters to be had by wandering through the zone along with encounters that are pointed to by the central theme of the area. As the players complete encounters in certain ways they get the option to set up certain "bases" for the different factions. Using the elf wood as an example again:
  • Completing the Thunder Cliff encounter and firing the cannons will affect the elves. They are ready to be forgiven by the gods and a Chapterhouse can be established. Also, they'll be friendly enough to establish a trading post for the Trade Guild.
  • The elves are dealing with a corruption in part of their woods - twisted, dying trees and such. It is coming from a gate to the Shadowfell. The Stone Circle wants it closed and will establish a Grove there if it is. The Tenebrous Cabal wants it kept open but needs some beasties cleaned out so they can establish a Sanctum.
  • If key elf outposts are eliminated, the Legion can move in and establish a Fort.
  • The elves' Tree of Life creates a zone of fey magic and is guarded by them jealously. The Imperial College would like to set up a Research Tower there to study it closer.
  • In addition are various lairs for forest dwelling beasts and some scouts from the Feywild.
Each base the PCs set up will provide them benefits later one. A trading outpost will get them better prices to sell stuff, forts will allow them to call on military aid or equipment, Chapterhouses will give them a place for healing and divine magic. And of course the more bases they set up for a certain faction, the more favors the faction are willing to grant them.
Paragon Tier
Once the final region has been claimed (most likely the central mountain that has the Seekrit Imperial Records) the PCs get some time to rest and enjoy the fruits of the labor. Then everything goes pear-shaped as the Feywild sort of drops down on the Island around them. The second part of the campaign is going back through the Feywild version of the island and using the settlements they've established to free it from King Oberon. If they don't, he'll use the island as a launching point to claim the Empire of Ammath like he did the old one

Epic Tier
Once the island is secured the PCs take the fight to Oberon in the Feywild version of the old empire.

(As you can tell, the first part is the most interesting part - the Paragon and Epic tiers could easily be changed or it could just end with Heroic.)

Systems

Unlike most of the ideas I'll post here, this one has next to no house rules. It would be straight-up 4th edition D&D. Instead there would be the extra system for handling overland exploration and the meta rules for establishing and benefiting from settlements. For whatever reason, 4th edition tends to make me want to shape the world to it rather than shape 4th edition to the world. It may be because it is the edition I'm least familiar with or perhaps because compared to other editions it is more of a complete game.

Final Thoughts

This game seems like it would be fun to run. It could consist of just good old fashioned exploration and adventuring but the existence of the factions and their goals would allow for more emergent gameplay to evolve. The exploration and "capstone" system (that's what I call establishing settlements in each area) give the metagame a sort of boardgame feel that seems to match 4th edition well. It also has a few definite ending points and goals so that the campaign doesn't just meander until it runs out of steam. (Though the first ending point is too far away for my regular group who like to switch games a few times a year. Hence a Game I'll Never Play.)

Friday, March 22, 2013

In the Name of the Empire - Part 1

The Pitch

"The Isle of Shalorand sits far to the west of the Empire of Ammath. It has never been exploited by the Empire due to its distance. However the settlements in the nearby island chains have grown steadily and are now stable enough to act as a launching point for an exploration of Shalorand. The time has come for the Empire to claim it as its own. You are the the official expeditionary team. Explore the island and claim it for the Empire!"

This campaign is how I imagine a true 4th Edition D&D sandbox should be - abstracted rules that govern a general freedom of movement and choice. The initial inspiration came from how Gabe from Penny Arcade handled overland travel in his game, especially the abstracted exploration rules combined with the idea of WoW-style zones. The computer game inspiration made me think of another layer of rules abstraction that could be added to the campaign to give it direction. Wouldn't it be cool if once an area was "cleared" the PCs could choose some sort of structure or other marker to set down for some bonuses and story progression? They clear the goblin woods and depending on how they handled things they could set up a fort, trading post, church or some other structure. That structure would then have an effect in later parts of the game. It was from these premises that I established as much as I have below.

Setting

The Empire

For this game, the home empire doesn't need a lot of detail. The most important thing about the empire are the factions within it that have a vested interest in the island and how it is developed. These factions consist of:
  • The Stone Circle who want to have as much of the island's nature preserved as possible.
  • The Imperial College who wants whatever arcane discoveries can be found.
  • The Trade Guild who are all about profit.
  • The Legion who want the island tamed and conquered.
  • The Chapterhouse who want the patrons of the empire evangelized.
  • The Tenebrous Cabal which has its own shadowy agenda.
Each of these factions play an important part in the metagame and later stages of the campaign.

The Island

The Island of Shalorand is shaped something like Vvardenfell in terms of "large island with a big volcano in the middle surrounded by varying terrain", but with less ash and wasteland. In play terms the island would be divided into various "zones" ala WoW that could be progressed in a circle around the central mountain until the scalable side was accessible. Some initial zones I imagined included the landing area of Stone Cove, a forest full of unfriendly elves, some lizardy swamps and steam gnome infested hills.

The secret of Shalorand is that for as much as it resembles an unexplored wilderness at first it is actually the eastern most outpost of a empire that once existed farther to the west. This empire was claimed and defeated by King Oberon of the Feywild who took what he wanted and left the rest to rot here on the Prime plane. The old empire had advanced to the point of gunpowder and a little steam so some of the ruins can get odd. 

For example, the previously mentioned surly elves believe they have been forsaken by the gods but a prophesy holds that when the Thunder Cliffs sound again that they will be forgiven. The Thunder Cliffs contain an old defensive structure overlooking the ocean and is filled with cannons. Firing the cannons can make it possible to establish a Church or Trade outpost in their lands.

Another of the secrets is that what remained of the old empire escaped Oberon by retreating into the Shadowfell and effectively became Shadar-kai. The Tenebrous Cabal is their attempt to help the Empire of Ammath when King Oberon comes for them. Their requests will seem weird and often not the type of things heroes would normally do ("You mean you want us to leave the gate with monsters pouring out OPEN?"). But then the next phases of the campaign kick in, doing their bidding will be surprisingly helpful.