I sadly
can’t remember all of the specific details of campaigns I’ve run in my home
brew campaign setting. What I do remember is that they began back when I was a
kid, before I was in High School, and tended to be weird and all over the
place.
A majority
of these games have entered into what I call the Prehistory of my setting. And
a lot of the ‘ancient lore’ that players these days dig up come from then.
Sometimes some of the events are stuff I came up with, but frequently, its
stuff a former player of mine did (admittedly sometimes ‘cleaned up’ to account
for the fact I was probably about 12 or so when we did it, and therefore stuff
was a bit, well, janky. I remember PCs having a staggering loss of limbs back
in those days. A love of B-movies was always a guiding aspect in the world’s
design though.
What I do have
a better grip on, is what happened after third edition came out. Our initial
experiences in college of 3e were bad, mostly because of well, a lot of bad
DMs. I’ve had a staggeringly large amount of bad DMs in my experience. But, I
was chosen, and so.. I started campaigns. It’d been a while since I’d formed a
full campaign so my first one was well, pretty generic.
I have since
added titles to these campaigns (they initially didn’t have any) because some
of my players, well, started to. They also started to refer to them as
‘seasons,’ like on a television show, something I wouldn’t see for RPG stuff
until Pathfinder came out. I’m going to drop details, because I
frequently like to harken back to these things for examples. I might flesh out
what happened in them more later on.
“The Black
Shrouds”
Season: 1.
Third
Edition, Levels 1-19
Party
Members:
Gelmir –
Purifier Cleric of Loeda
Tar
Dardragon – Rogue
Gar Venosh –
Dwarven Fighter
With later additions
The Monk Who
Was Transparently Based On A Cartoon Network Property
&
Nat Nott –
The Sorcerer
Run a game.
Yeah. That’s
always a great thing. Here’s a new system. Here are new players. What the hell
do you do?
In my case,
I cobbled up a quick world guide, gave details on the various countries. Made a
bunch of absolutely terribly balanced feats and threw the heroes into the wind.
The first
adventure had our first three players, Gelmir, Tar and Gar discover that well,
no one in the party was human. This is always a big discovery for some players.
The realization that torches and light sources are decidedly less valuable in
D&D if you aren’t a human being. They also discovered early on that well, I
don’t always use stuff straight from the book, as they had to make their way
through a dungeon filled with midget zombies (lower CR for a first level
party).
They rapidly
discovered how efficient they were at smashing through stuff and declared it
was like they were ‘Black ops’ operatives, in how quickly they dispatched their
foes and declared their fellowship to be so named. They later changed it to the
‘black shroud’ since that sounded more in tone.
The black
shroud mostly dealt with low level crap, made some money, killed some
hellhounds and then found themselves hired by Veygo Terel, a member of a
powerful magical council in a distant country. He gave them an airship, and
tasked them with seeking for magical items, seemingly unimportant and goofy
ones.
The ship was
named, well, the McGuffin. My personal nod to the fact that the items,
innocuous and goofy as they were, mostly served as a means to throw the party
into a wide variety of weird situations so I as a nascent 3e DM could get a
feel for the way the system worked. It wasn’t high adventure, but it was a hell
of a lot of fun. Evil temples, forgotten eyries, underground complexes,
castles, collectors, thieves guilds, ancient monsters, dragons, forbidden
places. They went all over to find these stupid little items and then bring
them home.
Along the
way they made friends and allies, discovered odd plots and ancient things,
gained powers and made names for themselves as heroes, and build a mercantile
empire for themselves that started with them selling magical blankets. Dozens
of stories they still talk about (well, to nerds) arose from this.
The twist
was that Mr. Terel was attempting to gather up these items because they’d been
made by the mortal who became the dark lord who sundered the world, and tried
to use them to bootstrap himself into that position, resulting in our heroes
having to beat him around head and neck. They got to beat up their boss. They
got to be great heroes.
I closed up
the campaign, since my school year was over, and headed home for the summer,
already planning for the next year.
“The Compass
Rose”
Season: 2
Third
Edition Levels 1-18
Party
Members:
Aramir – The
rogue/cleric (Gelmir’s player)
The
Stonelord – A mage/cleric with the stonelord PrC (The guy who played the knock
off)
Tar
Dardragon (Back now, as a half-celestial Halfling mage, because of
shenanigans).
The Nameless
Spy later The Spymaster – A bard with a focus on being a sneaky spy.
Zerrick
Sturron – Paladin of Zean
And about a
thousand guest stars
The guest
stars were because during the first campaign I’d transitioned into being
basically a guy who ran games at the shop that was our venue, so I had people
hopping in quite a bit, who’d then transition out. So for parts of the
campaign, we had a barbarian, a snide duelist, another mage, a guy who really
hated werewolves, an elf cleric who didn’t like electricity, and a few other
guys who’d show for a session or two.
The first
adventure over here was something more serious, to go along with the fact that
this campaign actually had more of a metaplot. The party was hired to rescue a
woman from a crionian temple. So, they went forth and did that, and along the
way learned quite a lot about themselves. Mostly that a party with that many
multiclass people, and that much squish wasn’t quite as burly as last ‘season’s
party. They started being a little more cautious. Over time, they discovered a
strange jewel in one treasure hoard, and on taking it to be examined, found
themselves assaulted by a gaggle of weirdoes. They were assisted by a woman who
said she was from the bornan ministries (the same place the bad guy from the
previous season was from) and that they’d found something called a ‘Compass
Stone’ and told them about how they’d like to hire them as official agents to capture
the others.
Another
McGuffin plot, except not as much. The hunt for the stones was opposed by,
well..
The Compass
Rose, the ultimate item being able to be produced by bringing these things
together was something that basically let you ask the creator of the world, for
a personal favor.
A lot of
people wanted it.
So aside
from the cosmic hoops of having to fight through dungeons and complexes
designed for the express function of keeping these stones (and the rose itself
into which you inserted said stones) out of the hands of people, they had to
contend against other people who wanted it.
A player in
the group literally started keeping an enemies list, it had a collection of
over 40 individuals, groups, deities and governments. So, it was less a ‘hunt
the McGuffin’ and more a race against an enormous web of enemies, allies,
frienenemies, and just plain weirdoes. Sometimes the players would show up at a
dungeon to find it was already looted and someone’d stolen the gem. Surprising
me, they loved this. It taught me that players loved when their decisions
mattered, even the bad ones.
Ultimately,
they winnowed the groups down, and had a long, drawn out slobberknocker of a
fight against the group that was essentially ‘The Evil PCs.’ They made history,
and I closed up shop, since, well, I graduated from college.
“The OVA”
Season:
Direct to Video
Third
Edition (Epic Level) Levels 21-26
Party
Members:
Zerrick
Sturron - Paladin
Gelmir
- Cleric
Tar
Dardragon - Wizard
The
Spymaster - Bard
And
2 other
dudes.
I didn’t DM
this one. I got occasional updates on it though.
See, some
other DM decided he wanted to run an Epic Level D&D game. Unfortunately, he
didn’t want to go through the trouble of doing a 1-20 campaign, nor, did this
luminary wish for his players to just create epic level characters (although he
later allowed it). So when he presented this, the group said to him, “Hey, we
have characters available for that.” So, three of my prior players
brought their characters in, brought my campaign setting in because they
supposedly liked it so much, and picked up three other players who got to make
epic level characters anyway.
The entire
debacle was apparently enjoyed by the players, but they enjoyed it partially
because the poor DM (I never did get his name) spent the entire time like a
madman trying to herd cats because he hadn’t planned for 1.) What happens in a
3e epic level campaign and 2.) The weird shit that goes on in my campaign
world.
See, take
Gelmir. Her goddess is, among other things, a deity who manages reincarnation.
Her prestige class (made by me) granted her an ability, she could touch a dead
body and prevent it from being raised as an undead, or returned to life by
any means. This is because the soul got kicked down the line to its next
incarnation.
Well, the
epic level handbook tells DMs that having your bad guy die is no big deal ™ and
therefore, not to worry. So he had a classical BBEG, who got beat up by the
party and then had his freshness sealed in by Gelmir. So the DM was left with
no plot anymore, and had the rest of the campaign devolve into a sort of fight
club with some of my bigger bad guys, most of whom acted wildly out of
character and had them explore a new continent while ignoring my world-guide’s
constraints on what countries should be like.
All in all,
they liked it, but for the most part considered it to be ‘non canonical’ except
for broad strokes. Sadly, that was mostly the last hurrah of the ‘college
group,’ and with me no longer at college, now in a master’s program, I fell out of
DMing for a bit.
“The Sewer”
Season: Pilot Only
Players: I
honestly can’t remember.
This one ran
for a session.
A single
session. The party fought lemures in a sewer. It took four and a half hours to
resolve one fight, against two lemures, in a 20x20 sewer drain.
I learned
that trying to run D&D in a chatroom with no map overlay was the activity
of fools. However, I did introduce a guy named H’taed On to the third edition
crowd (he’d shown up in some 2e stuff forever ago, on a MUSH).
“The Claw of
Klein”
Third
Edition
Season 4.
Raoul
Denevare – Wizard
A rogue who
was only there for two sessions
Yoru –
Cleric
Cray –
Barbarian/Sorceress
Lukri –
Paladin
Dasilietiern
– Drowcor Rogue
Toru –
Fighter/Rogue Shadowbane Inquisitor
I play on
MUSHes (Multi-User Shared Hallucination), essentially the forerunner of the
modern MMORPG, except with no graphics and much nerdier. So this time, the
players arose from that source. This campaign ran for about two years.
It started
off with our party being told to collect a book from a run-down house. The
party came together, learning how to operate together, despite starting off as
a squishy bunch of squishies (save for the paladin). Similar to the Compass
rose campaign, they had some other more normal adventures, and then discovered
that apparently someone was waking up the minions of ancient Great Evils ™ for
fun and profit. And along the way they discovered an artifact known as The Claw
of Klein, which was tied in with one of these Great Evils ™.
The party
had numerous misadventures, dealing with the various groups in the world who
wanted the evils to return, be stopped, be left alone, and so on, and
discovered that the campaign world had a precarious place in the greater
meta-planar-political narrative. They dealt with some pretty evil stuff, and
were getting close to their end game, when I got booted off of the MUSH I
shared with most of the players and the game kind of tumbled apart. A few of
the players were upset that they didn’t get to ‘really finish the setting,’ and
I was kind of upset too since I’d really enjoyed it.
It’s still
in my craw as an ‘Unfinished game.’ But I had to declare how things turned
out. I decided the players were far enough along that a good ending was going
to happen, but kept the details vague.
Ironically,
this campaign had only a minor‘McGuffin’ element to it. It was mostly about
literally fighting the enemies, knocking them down a peg, and restoring order.
There were a lot of bad guys to fight though, and the party would have found
themselves fighting against a resurgent Klein. Course ‘Klein’s identity was a
weird thing.
Once again,
after this, I was spent, and kind of just sat around for a while.
“The
Resolvers”
Pathfinder levels 1 to ???
Season 5
Party
Members:
Jabbar ibn
Abdul Qadir (A summoner, Raoul’s player)
Vitor Drell
– Paladin
Arkadel
Drell – Bard
Adalia –
Purifier of Loeda
Garund Veldt
– Barbarian
Bae’drin
Deghim – Drowcor Rogue
He Who
Listens to the Earth – Monk (Toru’s player)
Gram Von
Amsel – Magus, later Wizard.
Tycho and
Ellard – A gunslinger and psion, dropped by their player and replaced by
Arkadel above.
This one is
current. Initially, I had too damn many players. Holy shit.
And then one
started playing a summoner. Yeesh.
Anyway,
their first adventure was breaking out of a sinking ship. They’d been unjustly
imprisoned, and well, they had to find out who the guy was who broke the ship,
who imprisoned them, and generally ‘what the hell is going on.’
The campaign
has gone on for a ridiculous eight year span (mostly because the earlier game
sessions ran longer and thus I could cram more in) and is still going strong,
with the party having discovered that they’re involved in some galaxy spanning
meta-planar crap involving a group of Immortals known as the Prolongers, who
inflict terrible things on the world, in exchange for trying to forestall the
apocalypse on the part of various divine (but not necessarily beneficent)
beings.
Again, an
online campaign. Bizarrely enough, started at the impetus of people from the
previous game, who were apparently hurting for a campaign to run.
I’m hoping I
can stick the landing this time.
"The Elemental Panoply"
Pathfinder Levels 1 to ???
Season 5ish. Gaiden series.
Party Members:
Zaigan the Dhampir Cleric
Druss, Fighter
Booker, Fighter/Rogue
Hagbard, Mystic Theurg
Kaya, Sorceress
Erin, Ranger
Also current. The Resolvers are run online, these folks are run in meat space. Their plot is a lot more McGuffiny and is again a return to form for me, with a powerful collection of items, various groups contending for it, and a very confusing plot of bad guys (including Bokrug from Cthulhu fame) being involved in one way or another.
The group's composition is different and was my first real return to tabletop DMing after online DMing for a long period of time.
Its also an entirely different experience, since the players, their outlooks, their character design, and their methods for interacting with the world are wholly different. So its been fun.
//
Spammy post aside, I might explore some things I've learned from some of these.