Starting a new RPG Campaign
Posted: 2016-01-17 09:57am
Due to the irreversible and quite inarguable inability of the longest-serving player in my D&D game to make any more games, and since the campaign we were playing was pretty well centred around him (he was the prince attempting to inherit the throne over the competition of his siblings, and the other players were his henchmen), I've decided to end my long-running Middle Kingdoms world for at least a lengthy break, and start something completely different.
When I say long-running, it's probably approaching 20 years.
Anyway, I'm imagining a world that exists as a (balance? expression?) of ten different (realms? spheres? forces?). These forces consist of the six elements - earth, air, fire, water, mind, life (the last two are there because (a) I'm using an elemental magic system, and adding in mind and life gives a lot more flexibility, and (b) it allows me to use d6's instead of dCaltrops. While I don't mind the old d4, they are a bit of a pain, and not just in the foot); but also four 'lenses' - Secular, Divine, Heroic, and Fey.
The Secular lens is the scientific one, rational. Everything happens for a reason, cause and effect, technology, logic. The real world as we know it.
The Divine; gods, devils, and miracles exist. Witches and undead, with the Church the light fighting the darkness.
The Heroic is Hercules and Odysseus, CĂș Chulainn and Samson. Conan. Human heroes with superhuman ability.
And the Fey is the magical realm where the rational world holds no sway at all, such as the Irish Fey realm, or the Aboriginal Dreamtime.
For the world to be stable, these ten realms orbit and interact smoothly and freely with each other, but sometimes the lenses in particular get "stuck". This is what happened some time ago (many centuries, to us)--the secular lens got stuck, slowly engulfing reality and forcing the other three further and further away. In that time, science and technology has flourished, and great advancements have been made; however, instability has set in and is growing increasingly worse.
The instability causes the elemetal forces to orbit erratically, approaching and receding more and more wildly. This, through a secular lens, gets expressed as heat waves and cold-snaps, loss of soil fertility, cancer clusters, unusually high hurricane activity, global warming, earthquakes, increasing rates of mental illness--unfortunate, but all quite explicable.
As the situation builds to a crescendo, the disasters worsen--fire storms, pandemics, famine, homicidal cults, the Yellowstone supervolcano erupts, super-tsunamis pound coastlines.
Resources vanish; for instance, large proven oil deposits peter out. With the secular lens still holding, it turns out that the original surveys of the deposit sizes were either honestly mistaken, or deliberately fraudulent. It's not all bad, new deposits get found in areas thought searched before, but somehow missed. (Mind you, new deposits are nice and all, but it takes time to set up to exploit them, and the world is reeling from the sudden loss of huge deposits of oil, coal, gas... etc, right now. All in the middle of increasingly apocalyptic disasters.)
Finally, the dam bursts, and the other three lenses appear on the scene, expressing themselves in the world. Tiny enclaves and huge swathes of the world where reality now follows different rules, depending upon the lens. This is the world the characters find themselves in.
I'm thinking of starting off using Gurps rules, with 200 point characters. The advantage of Gurps being the players can create a character from any of the lenses or elements (I've decided that an elemental character with be like a comic-book super, based on the element), so if they want to make a witchhunter, a special forces guy, or a wizard, they can. Over time, I mean to migrate them to some rpg rules I'm creating--something easy to explain in-game as reality warps and slowly changes around them. I've worked out part of the combat rules, and they seem to work well. Certainly more fun than the old D&D rules.
Going to base it in Australia. I've long felt a bit cliche and stereotypical white in that all my gaming was set in European-style settings, so I'm going to set this in Australia, god damn it. This means that a lot of the Fey will be the Dreamtime. I know very little about Dreamtime myths, but seems like a great time to learn.
I'll tell you something that amuses me though. Made my day when I thought of this. OK, post-apocalyptic world, breakdown of order and authority, oil deposits, Australia... Remind anyone of anything?
When I say long-running, it's probably approaching 20 years.
Anyway, I'm imagining a world that exists as a (balance? expression?) of ten different (realms? spheres? forces?). These forces consist of the six elements - earth, air, fire, water, mind, life (the last two are there because (a) I'm using an elemental magic system, and adding in mind and life gives a lot more flexibility, and (b) it allows me to use d6's instead of dCaltrops. While I don't mind the old d4, they are a bit of a pain, and not just in the foot); but also four 'lenses' - Secular, Divine, Heroic, and Fey.
The Secular lens is the scientific one, rational. Everything happens for a reason, cause and effect, technology, logic. The real world as we know it.
The Divine; gods, devils, and miracles exist. Witches and undead, with the Church the light fighting the darkness.
The Heroic is Hercules and Odysseus, CĂș Chulainn and Samson. Conan. Human heroes with superhuman ability.
And the Fey is the magical realm where the rational world holds no sway at all, such as the Irish Fey realm, or the Aboriginal Dreamtime.
For the world to be stable, these ten realms orbit and interact smoothly and freely with each other, but sometimes the lenses in particular get "stuck". This is what happened some time ago (many centuries, to us)--the secular lens got stuck, slowly engulfing reality and forcing the other three further and further away. In that time, science and technology has flourished, and great advancements have been made; however, instability has set in and is growing increasingly worse.
The instability causes the elemetal forces to orbit erratically, approaching and receding more and more wildly. This, through a secular lens, gets expressed as heat waves and cold-snaps, loss of soil fertility, cancer clusters, unusually high hurricane activity, global warming, earthquakes, increasing rates of mental illness--unfortunate, but all quite explicable.
As the situation builds to a crescendo, the disasters worsen--fire storms, pandemics, famine, homicidal cults, the Yellowstone supervolcano erupts, super-tsunamis pound coastlines.
Resources vanish; for instance, large proven oil deposits peter out. With the secular lens still holding, it turns out that the original surveys of the deposit sizes were either honestly mistaken, or deliberately fraudulent. It's not all bad, new deposits get found in areas thought searched before, but somehow missed. (Mind you, new deposits are nice and all, but it takes time to set up to exploit them, and the world is reeling from the sudden loss of huge deposits of oil, coal, gas... etc, right now. All in the middle of increasingly apocalyptic disasters.)
Finally, the dam bursts, and the other three lenses appear on the scene, expressing themselves in the world. Tiny enclaves and huge swathes of the world where reality now follows different rules, depending upon the lens. This is the world the characters find themselves in.
I'm thinking of starting off using Gurps rules, with 200 point characters. The advantage of Gurps being the players can create a character from any of the lenses or elements (I've decided that an elemental character with be like a comic-book super, based on the element), so if they want to make a witchhunter, a special forces guy, or a wizard, they can. Over time, I mean to migrate them to some rpg rules I'm creating--something easy to explain in-game as reality warps and slowly changes around them. I've worked out part of the combat rules, and they seem to work well. Certainly more fun than the old D&D rules.
Going to base it in Australia. I've long felt a bit cliche and stereotypical white in that all my gaming was set in European-style settings, so I'm going to set this in Australia, god damn it. This means that a lot of the Fey will be the Dreamtime. I know very little about Dreamtime myths, but seems like a great time to learn.
I'll tell you something that amuses me though. Made my day when I thought of this. OK, post-apocalyptic world, breakdown of order and authority, oil deposits, Australia... Remind anyone of anything?