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consolidated:draishon:new_game_plans

Long term game plan

First off, this isn’t going to happen for a couple of years – at least! Second, this is the first time I have written a completely new setting for years, recently I have been running games in Golorion and amending the setting to suit myself. However, I love long design projects (some of which last for years) and this is another one of those. I have been playing around with this concept for quite a while now, and all sorts of things are starting to crystallize …

Game Overview

  • 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.
  • IDEA - 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 …
    • 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 - 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.
    • 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 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.
  • Deep Opposition - There will be some sort of portal the the planes of Magma (or something simplar) burried deep in the central mountain - and a series of 'underdark' tunnels leading from various locations on the surface.
  • The Neutrals, who can be converted to allies, consist of neutral tribes of humanoids – EG Neanderthals, Lizardfolk, Ratfolk, Catfolk, Gillmen – but see below.

detailed_story_arc

Objectives

  • 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 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.

Rules

  • Probably Pathfinder (1st ed)
  • A variant of the Kingdom Building rules my campaign system, although with a much slower development rate than in The Stolen Lands game. proposedchanges
  • Mass combat, based on my ‘Celtic Style’ combat rules – but using PF’s Troop system rather than Defence Points.
  • Naval Combat, based on the ‘Skull & Shackles’ rules.
  • Conversion rates between BP’s (from the Campaign Rules), Plunder (Skull & Shackles) and Cash (GP)
  • Some sort of Reputation System – although I have failed to make these work in the past.

Characters

  • Players submit character ideas and L1 characters. This must include a background. It might include a noble family, a trade house, military tradition, church, powerful caster, a trade guild, a thieves guild or something similar. There are some possible background, each with a small bonus, on the game website. Note: These patrons, and their resources, will only have a minor effect on the game, as the playing area will be a long way from home. However, it will set the broad tone/expectations for the character. Note: DM needs to provide some example settings, although players can write their own.
  • On the journey to the New World, there will be a couple of minor adventures that allow the characters to develop to L2 – just before they arrive in The New World, ready to start adventuring and building their fame and fortune.

Technology Levels.

  • 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 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.
consolidated/draishon/new_game_plans.txt · Last modified: 2023/12/31 13:28 by johnb