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Post by maximus on Nov 9, 2015 11:28:02 GMT -5
There is a theme of beginning characters arriving at a place that can be the base of their adventures, but which isn't their home -- i.e., they aren't from there. In B2, the characters arrive at the KEEP but they are from the Realm to the west off the map. In T1, the characters have ridden up from the Wild Coast to Hommlet. Even in the PH (such as in that quote T. Foster recently posted) the same thing is assumed: the characters are at the gates of a town and have to gain entry to it and learn their way around. This all gives me the impression that the initial base that characters adventure out of have isn't where they are from, but just a place they will stay at for a while until local adventuring opportunities dry up and they move on to other places. But, I suppose, there isn't any reason why characters couldn't declare one of these bases to be be their permanent home. That seems to be what Burne and Rufus did, with Hommlet. They aren't name level as presented in the module, yet they've built (and are still building) a permanent stronghold. In my version of the Keep, the players have been renting rooms at the Inn since arriving there to clear out the Caves. They have developed a good relationship with the Castellan and others, and have been accepted as permanent residents so to speak. The Castellan has asked them for several favors of benefit to the Keep, and the players have delivered so far. Looks like this has developed into their home base. They probably have enough money to buy an apartment or two, but I'll let them come to that conclusion on their own.
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Post by Scott on Nov 9, 2015 16:50:16 GMT -5
The dynamics are off. Of the four main people appearing in the videos, only me and Taylor are still on the same page. My cousin eloped with a girl who does not speak English about right after the last video in 2010 and its been no communication ever since. My friend with the white beard eloped around the same time and his girl is a real bummer (authoritarian; type A;liberal by association only). After the last draft in 2006, I think I'm done with nuts off the street. Of particular nauseum was that guy who was trying to draft my players into his field test for his Pokemon-like fantasy rpg system thats the one who wrote some shitty Gord story "with" Gary. BARF! It was like he was there only to ruin the game then bait and switch into a platform for his draft. I said I would go just to shut him up. Big mistake. He was kissing some guy's warty ass that claimed to play the triangle in James Horner's orchestra. You can't make this shit up! That's happened to me a couple times. My cousin Doug is the only player still on board from that group. He keeps trucking along, playing solo with his henchmen. Which seems to be the only way to ever get to the higher levels with my semi-responsible adult reality. Maintaining a long term group is like questing for the Grail.
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Post by Scott on Nov 9, 2015 18:12:51 GMT -5
There is a theme of beginning characters arriving at a place that can be the base of their adventures, but which isn't their home -- i.e., they aren't from there. In B2, the characters arrive at the KEEP but they are from the Realm to the west off the map. In T1, the characters have ridden up from the Wild Coast to Hommlet. Even in the PH (such as in that quote T. Foster recently posted) the same thing is assumed: the characters are at the gates of a town and have to gain entry to it and learn their way around. This all gives me the impression that the initial base that characters adventure out of have isn't where they are from, but just a place they will stay at for a while until local adventuring opportunities dry up and they move on to other places. But, I suppose, there isn't any reason why characters couldn't declare one of these bases to be be their permanent home. That seems to be what Burne and Rufus did, with Hommlet. They aren't name level as presented in the module, yet they've built (and are still building) a permanent stronghold. In my version of the Keep, the players have been renting rooms at the Inn since arriving there to clear out the Caves. They have developed a good relationship with the Castellan and others, and have been accepted as permanent residents so to speak. The Castellan has asked them for several favors of benefit to the Keep, and the players have delivered so far. Looks like this has developed into their home base. They probably have enough money to buy an apartment or two, but I'll let them come to that conclusion on their own. I've had ideas of having the PCs advancing though the ranks at the Keep, and maybe even having a PC assume the role of Castellan eventually, but those campaigns have always puttered out. I think during it's history Blackmoor Castle has changed hands several times, including several periods where a PC has been in charge. I think the Keep has some opportunities for this type of action.
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Post by geneweigel on Nov 10, 2015 10:40:14 GMT -5
Its appeal as a place to keep going back to, in my experience, is to a certain type player who could never DM themselves but felt kicking back in an official product that was less intimidating than Hommlet in its customizable nature. Lets face it T1 has overall flavor and B2 only has situational flavor. Therefore DMs would add there own asides and it feels more homey THAN (edit) that OF other adventures.
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Post by Scott on Nov 10, 2015 10:56:20 GMT -5
That is true. That was the goal, and EGG nailed it.
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Post by Scott on Nov 10, 2015 11:08:08 GMT -5
This line of thinking has got me to start putting down some of the home brew ideas that have been floating around in my head for a while. Here's a first draft of some of it. 1. Main Town 2. Main Dungeon 3. Either the Wizards' School or the stronghold of some important local lord Attachments:
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Post by GRWelsh on Nov 11, 2015 14:50:29 GMT -5
Ah, you got out your colored pencils! That's great, I like the map. Let me know when you are ready to play test the City State of Greggburg or Scottopolis or whatever you are calling it.
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Post by maximus on Nov 14, 2015 17:37:57 GMT -5
In my version of the Keep, the players have been renting rooms at the Inn since arriving there to clear out the Caves. They have developed a good relationship with the Castellan and others, and have been accepted as permanent residents so to speak. The Castellan has asked them for several favors of benefit to the Keep, and the players have delivered so far. Looks like this has developed into their home base. They probably have enough money to buy an apartment or two, but I'll let them come to that conclusion on their own. I've had ideas of having the PCs advancing though the ranks at the Keep, and maybe even having a PC assume the role of Castellan eventually, but those campaigns have always puttered out. I think during it's history Blackmoor Castle has changed hands several times, including several periods where a PC has been in charge. I think the Keep has some opportunities for this type of action. There's a campaign journal on Dragonsfoot that has that kind of theme. The PC travels to the keep to see an old officer of his, who happens to have become the Castellan. The author does a good job of fleshing out the scenario in a story like manner.
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Post by amalric on Dec 4, 2015 10:31:30 GMT -5
I've played a few games in the chatroom on DF the last couple of years, the only way to get any gaming for me. During a quiet patch when we (about three regular players) were down to one game per week, I decided to step up and run a game myself - for the first time in nearly 35 years (and that was Monty Haul!). I set up in Ratik in the World of Greyhawk (mainly due to the recommendation in the monochrome version of B1 that Ratik would be a suitable setting for that scenario) and gave it a (very) light Scottish flavour. Which is all by-the-by, you can read more (and perhaps pluck out your eyeballs later) here:- www.dragonsfoot.org/forums/viewtopic.php?f=44&t=68466 Anyway, the intro was ripped straight from DUNGEON#26: a scenario called The Inheritance, which I was drawn to after hearing a review of it on the THACO's Hammer podcast (#93 IIRC). It's set in the Forgotten Realms but I transported it to GH. The premise is that one PC learns that he has inherited a small keep after a long-lost uncle has passed away. The problem is it has been taken over by hobgoblins... Perhaps the best outcome from this scenario was that the PCs did win back the keep (although the inheritee died in the process!). This meant that a small handful of characters had their own base of operations. It was not close to any town though there is a village/steading a hex or so away, and is also close to the Rakers (mountains), which means a fair amount of humanoid activity. Which means that they had to staff it, and recruit guards/soldiers to defend it when they were not there - and hence cooks, a smith, armourer, etc etc. Which all adds up to a drain on their finances (I don't use training costs). But it is home. I've since had them garner another keep and a wizard's tower, all of which require soldiers and upkeep, so perhaps I've gone too far and they'll still be adventuring well into their 70s (if they live that long)! But as I said, I liked the original idea and just ran with it a little because I liked that it was different. Just thought I'd share.
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Post by Scott on Dec 6, 2015 8:20:26 GMT -5
A friend of mine ran a similar game years ago. One of the PCs had inherited a barony, but the castle was closer to a pile of ruins than a castle. The plot was to rebuild the castle, while dealing with some breakaway nobles and dragons in the area.
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Post by GRWelsh on Jan 18, 2016 14:07:50 GMT -5
Scott, have you done any more work on that home brew first draft, with the colored pencil map?
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Post by Scott on Jan 18, 2016 15:59:11 GMT -5
more on the macro level. Nothing at the 1 mile hex scale. I've tossed around a few continent/continents ideas.
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Post by GRWelsh on Jan 18, 2016 16:24:19 GMT -5
Can I see the drawings?
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Post by Scott on Jan 19, 2016 22:09:28 GMT -5
I'll dig them up and send post them.
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