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consolidated:draishon:new_game_plans [2023/12/31 11:55] – [Game Overview] johnbconsolidated:draishon:new_game_plans [2023/12/31 13:28] (current) – [Game Overview] johnb
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   * The game will be loosely based on colonisation of the ‘New World’ and the Caribbean Pirate/Buccaneer/Freebooter setting that arose from that.  However, that spans a couple of hundred years, or so, and I will be choosing elements from across that period that suit my needs.  It will not be historically accurate but should have a ‘flavour’ of those settings.   * The game will be loosely based on colonisation of the ‘New World’ and the Caribbean Pirate/Buccaneer/Freebooter setting that arose from that.  However, that spans a couple of hundred years, or so, and I will be choosing elements from across that period that suit my needs.  It will not be historically accurate but should have a ‘flavour’ of those settings.
   * The PCs will come from the Hann Empire – a broad amalgam of my previous game settings, with a European feel to it.  The local setting will be a well defended island town, supported by a couple of coastal settlements.   * The PCs will come from the Hann Empire – a broad amalgam of my previous game settings, with a European feel to it.  The local setting will be a well defended island town, supported by a couple of coastal settlements.
 +  * <color #ed1c24>**IDEA**</color> - perhaps run this as a Humanoids game.  Players come from Paria, and all of these new human settlers are disrupting their lifestyle.  However, the lifestyle includes raiding humanoid islands, exploring and generally adventuring.
   * The main ‘Competition’  will be ...    * The main ‘Competition’  will be ... 
     * Zakar – an amalgam of free cities with a North African/Zacharan/Lankhamar feel.  They will also have a well defended island town (maybe two)     * Zakar – an amalgam of free cities with a North African/Zacharan/Lankhamar feel.  They will also have a well defended island town (maybe two)
-    * Sinan - Janapnese / Chinese setting -  They will also have a well defended island town -  but probably just one.+    * Sinan - Japanese / Chinese setting -  They will also have a well defended island town -  but probably just one.
     * Paria - a local town  built around a mine hold -  think independent humanoid pirate town -  but with a trade base.     * Paria - a local town  built around a mine hold -  think independent humanoid pirate town -  but with a trade base.
-  * The ‘Home Team 1’ - humaoin  settlements, pitares and raiders n the other islands.   New settlers are unpopular becaue they have already driven the humanoids off of the islands that they occupy. +     The ‘Home Team 1’ - humaoin  settlements, pitares and raiders n the other islands.   New settlers are unpopular becaue they have already driven the humanoids off of the islands that they occupy. 
-  * The ‘Home Team’ will be a Hobgoblin ‘Empire’ that dominates the new land.  They have significant resources (both inland and on the coast) and will provide the main opposition to  both Hann and Zaker.  There will be a Drow ‘city’ below ground and there will (possiblybe other ‘civilisations’ further inland. +  * The ‘Home Team 2’ will be a Hobgoblin ‘Empire’ that dominates the central island.  They have significant resources (both inland and on the coast) and will provide the higher opposition.   
-  * The main friend and ally will be Dwarf mine-hold, with metals and gems to export, however, it will trade with other people as well. +  * Deep Opposition - There will be some sort of portal the the planes of Magma (or something simplarburried deep in the central mountain -  and a series of 'underdark' tunnels leading from various locations on the surface.  
-  * Minor opposition – CE humanoid Tribes and Monsters - Orc Pirates, Goblin Raiders, Gnolls, Trolls, Giants, Evil Humanoids, Monsters, Dragons etc+  * The Neutrals, who can be converted to allies, consist of neutral tribes of humanoids – EG Neanderthals, Lizardfolk, Ratfolk, Catfolk, Gillmen – but see below.
-  * The Neutrals, who can be converted to allies, consist of neutral tribes of humanoids – EG Neanderthals, Lizardfolk, Ratfolk, Catfolk, Gillmen – etc.+
  
 [[rules_background_and_cultures:detailed_story_arc]] [[rules_background_and_cultures:detailed_story_arc]]
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   * The ‘Corporate Objective’ – is to expand the influence of the Hann Empire and produce wealth for the nobles and organisations that have sponsored the expedition.  Note that these are not the same patrons that the PCs will choose from later -  these are top-level businesses and nobles who take a cut as taxes and dividends.   * The ‘Corporate Objective’ – is to expand the influence of the Hann Empire and produce wealth for the nobles and organisations that have sponsored the expedition.  Note that these are not the same patrons that the PCs will choose from later -  these are top-level businesses and nobles who take a cut as taxes and dividends.
-  * Patrons Objectives – As players create their PCs, they must nominate a Patron who funds and enables their trip to the New World.  The Patron expects to get some return from the PC (in cash / loot) which they will use to enhance their estate and reputation. Send enough money home (over the course of the game)  and you might find a new building on campus named after you, or a chapel dedicated in your name -  or even a village built with the proceeds of your adventures and named after you.  The better the PC performs (and the more they send back) the more status the Patron gets’.   In some cases, the PC can spend resources locally (ie build a chapel to their deity and appoint a priest) to meet their Patron Objectives -  although they will have to give up any income that might come from the chapel, as that will go to support the priest that their patron sends.+  * Patrons Objectives – As players create their PCs, they must nominate a Patron who funds and enables their trip to the New World.  The Patron expects to get some return from the PC (in cash / loot) which they will use to enhance their estate and reputation. Send enough money home (over the course of the game)  and you might find a new building or campus named after you, or a chapel dedicated in your name -  or even a village built with the proceeds of your adventures and named after you.  The better the PC performs (and the more they send back) the more status the Patron gets’.   In some cases, the PC can spend resources locally (ie build a chapel to their deity and appoint a priest) to meet their Patron Objectives -  although they will have to give up any income that might come from the chapel, as that will go to support the priest that their patron sends.  Handle this through Campaign Traits.
   * Players will always have their own personal goals, however they are expected to honour their patron and corporate objectives.  Their part is to ‘liberate’ ill-gained wealth from the Zakaran and Hobgoblin empire in the name of Hann, and to settle more land - also in the name of the Hann Empire.  Taxes, levies and other such expenses (which are used to develop state holdings etc) are collected automatically within the Campaign Rules.  However, PCs will want to send back ‘gifts’ to their patrons, at various points in the game.   * Players will always have their own personal goals, however they are expected to honour their patron and corporate objectives.  Their part is to ‘liberate’ ill-gained wealth from the Zakaran and Hobgoblin empire in the name of Hann, and to settle more land - also in the name of the Hann Empire.  Taxes, levies and other such expenses (which are used to develop state holdings etc) are collected automatically within the Campaign Rules.  However, PCs will want to send back ‘gifts’ to their patrons, at various points in the game.
 ===== Rules ===== ===== Rules =====
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   * **Weapons and Armour**, as described in the PHB (and most other sources) are all available.  The main metal is steel, although some areas still use bronze for some items,  but mainly because it is more easily available.   * **Weapons and Armour**, as described in the PHB (and most other sources) are all available.  The main metal is steel, although some areas still use bronze for some items,  but mainly because it is more easily available.
-  * **Ships and Boats**, are pretty much as described Skull & Shackle, with some extra, home brew, descriptive material.  There are a lot of different vessels that conform (more or less) to the basic types, but all are based on fairly simple rigging planswith  traditional European sail plans.  Junks will be very rare indeed.+  * **Ships and Boats**, are pretty much as described Skull & Shackle, with some extra, home brew, descriptive material.  There are a lot of different vessels that conform (more or less) to the basic types, but all are based on traditional sail plans - Hann vessels are based on with traditional European sail plans, Sakhar vessels have Lateen sails, while vessels from Sinan use Battened (Junk) sails.  Humanoid vessels use a single lug sail ...
   * **Firearms** are in the ‘Very Rare’ phase.  Gunslingers and Gunsmith Feat are not available to PCs.  You might come across a gun occasionally.  A few cities have cannon for defence, some ships have them, small arms are practical unheard of.  YOU do not have one.   * **Firearms** are in the ‘Very Rare’ phase.  Gunslingers and Gunsmith Feat are not available to PCs.  You might come across a gun occasionally.  A few cities have cannon for defence, some ships have them, small arms are practical unheard of.  YOU do not have one.
  
  
consolidated/draishon/new_game_plans.1704020123.txt.gz · Last modified: by johnb