Friday 15 April 2011

Project Genesis & Exodus - Update 2

Ok, there have been some major changes, mainly in the Races players can select, but thats remaining a poorly guarded secret at the moment (if you're on DNDOnlineGames.com we're been discussing it for a couple of weeks now).  The story arc for the first quest has been all worked out, just got to get around to working out the instances etc. (i.e. actually writing it out as an adventure rather than a pile...no, pile sounds organised... rather than a heap of notes).

Other commitments are going wild at the moment so expect a huge number of updates from May onwards!

Saturday 12 March 2011

Projects Exodus & Genesis - Update

Ok, Been a bit quiet for a while, but development is still happening.  Firstly, my wife has joined me on working on both Genesis and Exodus so if I refer to (H) or start talking in first person plural I (S) haven't gone nuts!
OK, on to the update.

Genesis:
Cosmology is under way, its pretty much worked out, its a two deity system with a twist and the twist plays a major part in Exodus.  From the cosmology we're getting an idea of the structure of the society, the power dynamic and groups of people.  Races and Classes are the next consideration once we've written up the Cosmology and found some deity names that don't suck.  We've already decided to cut one race from the 4e rules, but not made any decision on 3.5e yet.  Speaking of 3.5e and 4e we're going to try to make Genesis work for both, however Exodus will be 4e simply because it is the most recent system (although some minor rule adaptations may occur).

Exodus:
The first quest is progressing, and we've got a basic story arc worked out for the campaign (up to a point) that is full of twists, turns, and some difficult choices for the PCs (especially some the LG ones!).  The main focus now is NPCs, encounters and actually getting it all written down rather than in our heads!

Stay Tuned!

Tuesday 8 February 2011

Project Exodus: The Beginning

This is what I have come up with for Project Exodus so far, There is a lot to do, but it gives a good starting point with lots to develop.

Starting Level:
This will be a campaign for four low level players; I’m thinking Starting Level 2 at this stage with at least one of the characters being a Rogue. There is a possibility to make it a Startling Level 3 adventure but to give force each character to take a level of Rogue although this may undermine some of the challenges in store. I can see this being episodic, each adventure centred on a treasure – whether the treasures have any link or not is as yet undecided.

The Hook:
The characters respond to an advert looking for treasure hunters posted by an aristocratic gentleman who is looking to replace his current team of treasure hunters who didn’t return from their last job. The man doesn’t give much away other than he has a job for the adventurers, and if they can track down the missing team there will be a bonus.

The Continuation:
From the point of view of the players this campaign will initially be a simple treasure hunt, whether getting artefacts from “dungeons” to negotiating with villages and robbing nobles. However the “missing team” can develop into many possibilities – finding them dead: either killed by a trap, by a rival group of treasure hunters, or something more sinister like a secret society; Finding them alive: possibly trapped, captured or deciding to go it alone (as their own group, or recruited by a competitor or the sinister secret society).

The First Quest:
All I have so far is: Go to a temple and recover a treasure. There is going to be a boat journey to a village near the temple, and the players will need to find information and if possible a guide. The temple is going to seem innocuous enough but will really be a front for worship of an evil deity

Things to Develop:
    World:
  • Cosmology - See Project Genesis
  • Story:
  • Treasure
  • Temple
  • NPCs:
  • Aristocratic Gentleman (AG)
  • AG’s Servant
  • Villagers
  • Settlements:
  • Main city
  • Village

Wednesday 2 February 2011

A New Beginning

Ok, I'm Back!
Now I still have quite a lot to do but I'm going to not let that get in my way. So I have come up with three projects to work on simultaneously:

1) A New Campaign setting - Project Genesis
Much like Kingmonkey did in Shattered World I'm going to follow Rich Burlew's steps to forming a campaign setting.

2) A New Campaign - Project Exodus
I already have a basic hook, but there is a lot more work to do and here seems like the right place to do it.

3) Concepts - Project Devarim
While I'm not great at the writing part yet (hence the blog) I always come up with interesting fantasy/sci-fi concepts that, when I improve at the writing, I want to try later so I'm going to post them here to stop me forgetting them.

There is a possible fourth project as I have a concept that I'm working on with the wife but it's hit a brick wall at the moment and I need to try and work that out before I go any further.

Hope you're out there good readers!

Monday 13 December 2010

New Start

OK I've been quite lax/very busy with other things and as such haven't posted anything on here for ages!!

HOWEVER!!!!

As of December 15th 90% of my uni work is out of the way so I'm going to restart this blog and work on lots of new things!!! See you in the New Year!!!

Tuesday 9 March 2010

Bridge - A Town Divided

A Brief History:
Bridge was originally two smaller towns situated either side of Red Rock Canyon - a 250-foot deep scar down the countryside into which the Parle river cascades then disappears underground.

Developing the Concept:
The main two reasons for big settlements are either that the area is: resource rich; or strategically valuable. Since the town was originally two towns divided by the canyon, it seems unlikely that it is the latter, strategic, option as this suggests danger, or a threat, and defending two towns (rather than one) sounds logistically suspect to say the least. Because of this I’m going for the resource rich option. The two towns grew up on either side of the canyon which suggests to me that the resources are in the canyon walls – each town controlled a face of the canyon – so that leaves mineral options: Gold, Silver or Iron (I’m leaving out coal as I don’t want to steampunk it) or gemstones: Emeralds, Diamonds, even Quartz. The question is: What would make someone dangle themselves off a piece of rope over a 250 foot drop. Anything too precious and the town becomes Fort Knox, and that doesn’t really suit the feel I’m aiming for. Since Coal is out of the question I guess it has to be Iron (but I may change my mind later). To keep the standerd weapon/armour prices there has to be a forest within a reasonable distance (20-50 miles) to provide plenty of wood and other natural materials.

This is about as much as I have figured out for now and provides enough for me to base the rest of the adventure around. The surrounding towns and villages are patrolled by the town guard and this could be an opening for the first quest.

Settlement Creation

OK I have run up against my age old problem - thinking too much!!

After a long discussion with someone over the usefulness of my Settlement Generator I have decided to scrap it! While it is useful, it is far too prescriptive and comprehensive. It is unnecessary for most people to know all the information generated, especially since most towns are only encountered once - for a couple of days. The exercise wasn't a complete waste of time as it let me consider the differing types of settlement and the sheer range of possibilities. So I have decided before I dig deeper into the quests and storyline behind the adventure I'm planning I'm going to design the city.

I've got a concept going and this will follow later.

Thursday 4 March 2010

The Adventure Begins!

The adventures of Cass in "Shattered Inheritance" have begun! keep track of his adventures here!

Monday 1 March 2010

Writer's Block

Ok, so I've decided that while I like the concept for the campaign I described below, I'm not too enthused by the first quest and I'm finding it very hard to write, so I'm going to put it on the pile and save it for later...need a new quest now.

Just re-watched Saving Private Ryan, so all the ideas I'm coming up with are very war themed - not something I want to include in this campaign yet. Saying this it has made me think that an on-going conflict with a neighbouring nation could produce some interesting quests based on the front lines.

I'm thinking about changing them from an internal "police" force to more of a basic guard platoon. Possible first quest - escourt a V.I.P. somewhere and get ambushed.

Saturday 27 February 2010

The Adventures of Cass

So Cass was accepted into the game! I'm working on the character sheet at the moment, which would be easier if I hadn't lent my 3.5e Players Handbook to my brother (T). Luckily H's PHB is on the boat and we're going to pick that up soon!

Cass' character has developed a bit more in my head, nothing that has drastically changed it other than he has (since the Introduction) started wearing a bandana across his mouth to hide his tusk (think bandit/cowboy style). He is, by trade, a blacksmith (and a mercenary - to fit the campaign story) and so I wanted to incorporate this into his character as Craft skills are vastly underused in DnD. As a result of this he uses a Warhammer as his weapon of choice and also uses this as his main tool for smithing. I'm thinking Medium armour would suit him as well as he is very much a melee fighter, but I'm yet to get that far.

Character Sheet