Définition de campagne
Un article de ErnstWiki.
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EBERRON FRANCK :
L'atmosphère de la campagne et le style de votre serviteur
La campagne que je propose s'inspire de la campagne « Les Damnées de la Treizième Marque ». Elle est mon fils rouge mais j’ajouterai et grefferai d’autres setting en cour suivant mon humeur et les choix des PJ. Elle se passe dans le monde d'Eberron.
Ses caractéristiques en bref :
- Un monde Medieval-fantastic avec technomagie et psionisme.
- Ton général Sérieux et non Humoristique mais on accepte quelques blagounettes de temps en temps
- Situations plus souvent Intenses que Plaisantes
- A vous de déterminer si vous voulez privilégier un comportement Prudent ou Téméraire mais un conseil: l'esprit est souvent supérieur au corps bien qu'une baffe de temps en temps peut faire avancer les choses.
- Description de l’action plus souvent Cinématique que Réaliste
- Campagne Planifiée (à partir des modules de la campagne et d'adaptation d'autres scénarios) avec Improvisation libre quand vous vous éloignerez des sentiers balisés. J'aime introduire des quêtes personnelles propres au background du joueur.
- Campagne Héroïque sans grande (voire aucune) Ambiguïté morale. Attention, Ce monde n'est pas fait pour les moralités rigides …
ELUS SERGE :
Ses caractéristiques en bref :
- Médiéval Fantastique sans Anachronisme flagrant (mais je ne considère pas la psionie comme anachronique…)
- Ton général Sérieux et non Humoristique
- Situations plus souvent Intenses que Plaisantes
- A vous de déterminer si vous voulez privilégier un comportement Prudent ou Téméraire selon vos dispositions et surtout votre capacité à en subir les conséquences… Il est probable que vous serez plutôt prudent au début et plus téméraire à plus haut niveau (si ce n’est parce que vous posséderez plus de capacités ultérieurement et que vous maîtriserez mieux les mécaniques du jeu à ce moment-là)
- Description de l’action plus souvent Cinématique que Réaliste
- Campagne Planifiée (à partir des modules cités ci-dessus) avec Improvisation libre quand vous vous éloignerez des sentiers balisés
- Campagne Générale, son Thème global n’étant pas toujours facilement perceptible ou assez tardivement
- Campagne Héroïque sans grande (voire aucune) Ambiguïté morale
SCALES PK :
Contrat joueurs : =
- Respecter les règles de création des persos (ci-dessous)
- Respecter un jeu collaboratif entre persos (ils peuvent ne pas être d'accord sur tout, mais pas de crasses entre persos, et pas de "taxe sauvage")
- S'inscrire à l'heure sur le calendrier, et respecter ses engagements
- Arriver à l'heure (sauf, bien sûr, si aléas, mais des aléas répétés ne sont plus des aléas)
- Respecter le style de la campagne (ci-dessous)
- Faire un Minimum de Wiki, et en particulier se mettre d'accord au début de la partie qui fera le compte-rendu (et le respecter)
- Entretenir son perso (en termes techniques, et en termes de souhaits, voir ci-dessous)
Information: DnD Compendium
Persos partie technique
- Utilisation du Quiz,publication des résultats sur la Mailing List
- Noms "Heroic Fantasy": Character Name Generator
- Niveau 1
- Alignements: Lawful Good, Good ou Unaligned (mais uniquement si liens personnels lourds avec les autres PCs, ce qui doit se retrouver dans le background des persos concernés)
- Génération - Abilities: Methode 2 "Customising Scores" (22 points)
- Autorisations:
Voir les Sources. En plus de ces sources en ligne, toutes les sources permises par le Character Builder en ligne sont autorisées, pour des raisons de simplicité. Ca veut dire en particulier ce qui vient des magazines Dragon et Dungeon, et les livres des "Essentials", y compris les classes Essentials elles-mêmes.
- Pas de Psioniques.
- Pas d'hybrides, mais multiclassage permis
- Pas de Races Exotiques
- Classes autorisées:
- PH: Cleric/Templar (Leader, Divine), Fighter/Weaponmaster (Defender, Martial), Paladin (Defender, Divine), Ranger (Striker, Ranged, Martial), Rogue/Scoundrel (Striker, Contact, Martial), Warlock (Striker, Ranged, Arcane), Warlord/Marshall (Leader, Martial), Wizard/Arcanist (Controller, Arcane)
- PH2: Avenger (Striker, Contact, Divine), Barbarian (Striker, Contact, Martial), Bard (Leader, Arcane), Druid (Controller, Primal), Invoker (Controller, Divine), Shaman (Leader, Primal), Sorcerer (Striker, Ranged, Arcane), Warden (Defender, Primal)
- PH3: Runepriest (Leader, Divine), Seeker (Controller, Primal)
HotFL: Cleric/Warpriest (Leader, Divine), Fighter/Knight (Defender, Martial), Fighter/Slayer (Striker, Contact, Martial), Rogue/Scoundrel (Striker, Contact, Martial), Wizard/Mage (Controller, Arcane)
- HotFK: Druid/Sentinel (Leader, Primal), Paladin/Cavalier (Defender, Divine), Ranger/Hunter (Controller, Martial), Ranger/Scout (Striker, Ranged, Martial), Warlock/Hexblade (Striker, Contact, Arcane)
- HoS: Assassin/Executioner (Striker, Contact, Martial), Paladin/Blackguard (Restricted, Striker, Contact, Divine), Vampire (Restricted, Striker, Contact, Divine), Warlock/Binder (Controller, Arcane)
- FRPG: Swordmage (Defender, Arcane)
- NCG: Wizard/Bladesinger (Controller, Arcane)
- DM: Assassin (Striker, Contact, Shadow)
- Allowed Races:
- PH: Dragonborn, Dwarf, Eladrin, Elf, Half-elf, Halfling, Human, Tiefling
- PH2: Gnome, Half-Orc, Longtooth Shifter, Razorclaw Shifter
- HoS: Revenant (Restricted), Shade (Restricted), Vryloka (Restricted)
- EBP: Changeling
- FRPG: Genasi (Restricted)
- Character Builder
- Utilisation des "Wish Lists?" pour les objets magiques désirés
Background
L'univers du jeu est l'univers générique de D&D 4e, basé sur un monde retourné globalement à l'état sauvage après la chute de puissants empires. Les centres de civilisation sont isolés et de relativement petite taille, des "points de lumières" dans une mer de ténèbres. Les persos sont natifs du Vallon d'Elsir. Ils sont jeunes et peu expérimentés, mais veulent devenir aventuriers pour des raisons qui seront expliquées dans leurs backgrounds personnels. Les backgrounds personnels ne sont pas libres, il y aura des éléments imposés, en particulier si une des classes ou races marquée "Restricted" est choisie. Options du Character Builder (télécharger les documents au format pdf):
- Themes: Oui, mais sujet à l'approbation du DM. Les thèmes choisis doivent être génériques (i.e. pas de Athasian Minstrel, lié à Dark Sun), et doivent coller avec le background choisi,
- Backgrounds: Oui, mais sujet à l'approbation du DM. Il faut de préférence utiliser ceux de Scales of War (pour éviter des problèmes de compatibilité, par exemple avec les Maisons d'Eberron), et il faut que le background corresponde à celui du perso.
Campagne
- Style: "Gritty" à "petit" niveau (disons jusque vers les niveaux 5–7), Cinématique après
- "Medieval Fantasy", pas anachronismes (en particulier pas de mix avec de la SF, pas de psioniques, etc.)
- "Serious", pas "Silly"
- Variable selon les sessions, de "Lighthearted" à "Intense"
- Plutôt "Cautious" que "Bold", de la planification et de la réflexion plutôt que de l'action immédiate et provocatrice
- En général plus pré-planifiée que improvisée (modules "du commerce"), ce qui n'empêche pas l'impro
- Plutôt Générale que Thématique, la campagne a un arc global, mais les aventures sont relativement indépendantes, surtout au début
- Plutôt Héroïque que moralement ambiguë, les persos sont des héros, et doivent se comporter comme tels
Éléments de Jeu
Je suis nettement plus intéressé par le roleplay et les interactions entre persos, ou avec des PNJs, que dans les détails tactiques de chacun des combats. Le but ne sera donc pas de jouer chaque combat de chaque scénario, on ne jouera que les plus intéressants. Les autres combats plus mineurs seront simulés par des pertes statistiques de Récupérations. De la même manière, je n'hésiterai pas à abréger certains combats une fois l'issue déterminée, éventuellement avec une perte potentielle de Récupération.
Je vais beaucoup insister sur le roleplay du personnage, et pas sur celui du joueur. Cela veut dire jouer les forces et les faiblesses du personnage, et adapter un langage et une attitude adaptés au perso. En particulier, un joueur faisant une superbe déclaration diplomatique alors que son personnage n'a aucun talent en diplomatie et le charisme d'un péryton décati aura des malus à son jet au lieu d'avoir des bonus. Si, par contre, il la joue de manière appropriée au personnage (mais pas forcément à son avantage apparent vu la situation), il aura des bonus. Ceci veut dire que si vous voulez parler en utilisant des circonvolutions polies, il faut mieux avoir Diplomacy comme Skill, ou une éducation noble ou marchande, etc.
Les personnages (et beaucoup de NPCs) ont des tas de petits (voire de gros) secrets. Par contre, je n'aime vraiment pas prendre à part des joueurs pendant trop longtemps. De manière générale, les backgrounds des persos n'ont pas d'influence les uns sur les autres, il n'y a donc pas de raison technique de garder les choses secrètes, ce qui devrait limiter les instances de jeu séparé. Par contre si, pour l'amusement de tout le monde, certaines scènes plus intimes sont jouées "en public", j'aimerai que le roleplay des joueurs soit préservé, et en particulier qu'il n'y ait aucune allusion ou intuition sauvage sur ce que les persos n'ont pas pu voir de leurs yeux. Je pense que c'est plus convivial de cette manière, mais ça demande un peu de discipline de la part de tous.
NEW GALLO PK
Introduction
Welcome to New Gallo campaign. At its origins, New Gallo was specifically designed as an Old School Hack and Slay Dungeon Bash, to be played whenever there was a random set of players with nothing else better to do. To make things simple D&D 3rd edition was used as the Role-playing system. It was also designed to be a shared game world, with participants filling alternatively Player and DM roles.
In its new "life", New Gallo is being re-designed with a slightly more standard D&D setting in mind, i.e. one allowing heroic and epic game play. Its overall intent is to provide a world for the characters to grow in, in any direction that the players want. But that does not mean that there will be no overall direction. This has been done while stille keeping the "available players" and "lots of DMs" characteristics of the setting.
Campaign Development
The general intent is for the PCs to start as misfits and rejects from the Old World society, seeking change and adventure in a distant land. They will come there as almost destitute, with no past but with all future(s) open in front of them.
At first, standard adventures will be offered to them, to allow for role and character development as well as integration in the society of New Gallo. This I will DM in what I call the Lawful Neutral mode of game mastering, where the rules of the universe are severe and just, but very severe. New Gallo is a very, very dangerous place, and many of its would be explorers will probably find only death on its remote shores. But that will allow the players to check out possibilities, and to develop their role and the place of their character(s) in the world. During this phase, there will be only one overall story arc, the development of the town of New Christiana, and the first contacts with the ancients civilisations of New Gallo, and the new, friendly or hostile, or very ambiguous.
After the characters have acquired a sufficient depth, sufficient contacts and roles in the town, and overall a sufficient stature, the second phase will begin. In this phase, it will be up to the characters to take some initiative, developing some business, taking important roles in the society, developing new areas, exploring further and further, etc… This will be up to the players (and the DMs), and although the general story arc will persist, this will allow for the creation of secondary story arcs as we follow the major characters up the road that they have chosen. This phase will see the start of the shift from Lawful Neutral DM Mode to a Neutral Good one, in which the individual stories will become preponderant. This does not meant that the dangers will lessen, and that all the stories will end well, but that in case of conflict between the stories and the consistency of the world, I might be a bit more comprehensive.
And this second phase will pave the way for the third one, in which a new heroic story uber-arc will be developed based on some ideas that I have at the present time, but also, more importantly, on the personal arcs of the phase 2. This I will DM in fully Neutral Good DM Mode, as these characters should be real heroes, with stories that might be tragic but which should become the stuff of legend in New Gallo.
Note that all three phases can be inter-mingled at a given time, with different characters and different DMs — as the shared world capability of New Gallo is intended to stay more or less intact.
Character creation
- Rules
Characters are created at level 1 (Exceptions are treated here). All standard races (i.e. from the SRD / Player's Handbook) are welcome (Exceptions are treated here). Characters are created using the point generation method with a total of 32 points (candidates were tested by the Duke's agents to ensure that everyone was either fit or clever, or in some way gifted enough to bring something to the new colony). Companions, familairs, and such are createed with 25 points. Remember, the values in the table below are before racial adjustments.
Stat up to 8 9 10 11 12 13 14 15 16 17 18 Point Cost 0 1 2 3 4 5 6 8 10 13 16
To have characters with some personality, I require at least three adjectives describing the character, see below for examples.
LG NG CG LN N CN LE NE CE
Although Alignment is only a general indication of personality for adventurers, Characters can be neither Evil nor Chaotic Neutral, everyone that tested by the Duke's wizards and clerics to ensure that only relatively loyal people were sent for this delicate mission.
- Preferred classes are Fighters, Rangers and Rogues.
Characters cannot be Wizards, as the very few with Wizard potential are detected early enough for training and are in any case destined for greatness in the magical-less environment of the Old World. Characters with magic potential are rare, although PCs can of course be Bards, Druids, Clerics, Paladins, Rangers or Sorcerers, as they are exceptional. However, most of the candidates for the colony are Fighters, Rogues, Experts, Commoners, etc…
- Prestige Classes are going to be hard to enter, as there will be few members of any given order, if any, in the colony.
- Hit points are maximum at level 1, then will be either:
rolled in front of the DM at each new level, and there will be no change from the roll. the standard hit points ( d4 = 3 / d6 = 4 / d8 = 5 / d10 = 6 / d12 = 7 )
- Characters may not know any Celestial, Draconic, Abyssal, Infernal or Elemental (Aquan, Auran, Ignan or Terran) Languages, as these creatures are mythical in the Old World. Exception is done for characters native to New Gallo, like Lizardfolk or Kobolds, who may have Draconic as a language.
- Magic Item creation feats are not available, as not one knows how to create such things in the Old World.
- The amount of money for character creation must be exactly average for the chosen profession:
Class Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard Starting Money 100 N 100 N 125 N 50 N 150 N 12 N 5 S 150 N 150 N 125 N 75 N N/A
- All standard equipment is available at the start at the normal price, as this will have been bought in the Old World. After this, New Gallo is very isolated, so it is very probable that access to equipment will be restricted, and that some prices might be extremely high.
First, note that due to the expected mortality rate, but also to ensure balanced adventuring parties, I would like each of the players to create at least 2 characters…
- There are a two methods that you can use to create characters.
- First, I intend to use the excellent PC Gen? software to created and update the characters. So you can of course create your character directly using PC Gen?. This method is best if you want to customise your character yourself, but it is fairly complex. For more information about the version and the files to use, see at the top of the Cast.
- Second, you can just tell me what kind of character you want to play, using the rules above, and I will fill in the blanks for you.
e.g. 1: I want to play, Totar Grumblebeard, a Grumpy, Hard-working and Mystic Lawful Neutral Dwarven Monk with Str 16, Dex 14, Con 14, Int 8, Wis 15, and Cha 10. Please note that this is before the racial adjustments for being a Dwarf, meaning that Totar will actually have Str 16, Dex 14, Con 16, Int 8, Wis 15, and Cha 8. e.g. 2: I want to play Fiondul Jokeriddle, a Naughty, Prankish and Friendly Chaotic Good Gnomish Bard with Str 12, Dex 15, Con 12, Int 14, Wis 8, and Cha 16. Please note that this is before the racial adjustments for being a Gnome, meaning that Fiondul will actually have Str 10, Dex 15, Con 14, Int 14, Wis 8, and Cha 16. You can also specify more technical things, like the skills and feats that you would want, or some equipment. If you do not, standard packages (as defined in the Player's Handbook) will be used.
Specificities
- Religion
The Old World has two major faiths which most people follow. These religions both believe that the ancient gods Blind Mother Fate and Dumb Father Luck are the progenitors of the gods, although they are very remote and never worshipped directly.
The majority of the population mostly believe in both religions at the same time, although some individuals are more dedicated to one or the other, and some regions have more followers of one than of the other. Although both religions are fighting for the same flock, they are usually peaceful towards each other.
- Magic
Gallo and New Gallo have special relations with magic, including magic items, check the Magic Category and in particular the generalities about magic..
Background
As legends have it, the 7th Duke of Gallo in the Old World used to have a province across the ocean called New Gallo. There were lots of gold & silver mines in New Gallo and this made the 7th Duke rich. Then there was a long war in the Old World about succession in one of the many Kingdoms, that spread like wildfire across the whole continent, and all contact with the remote province was lost.
It is now many years later and the 13th Duke has fallen on hard time. The Great War has ended, leaving the countries ruined and disfigured, and the Duchy of Gallo amongst the worst "casualties". But the Duke has a grand plan: he basically wants his Grand Father's rich province back to reinstate the family's position in the Realm. Despite the ruins and the loss of so much culture and learning, he has found again the strange instruction for sailing "beyond the sunset", and he has poured a large part of his now meagre resources in this endeavour.
The intent is to send a fleet ships full of colonists, led by a Governor and a council, and protected by soldiers and adventurers. But there are few real soldiers left to guard the principal estates of the Duchy…
The Duke therefore hires adventurers mainly as mercenaries to either protect the colony from whatever destroyed the last colony, if indeed it was destroyed, or to restore his claim to the colony, if some treachery happened.
But he also figures that adventurers would be better suited to investigate and deal with whatever it was that happened. Each adventurer is to be paid a small retainer of 1 Noble per day to act as a guard in their downtime. They shall also be provided with a rough bed in a tent, until barracks are built and they are housed there. They will also be provided with and food to eat for free.
To get paid any other money the adventurers will have to work for the governor, or more precisely for his sheriff deputy. A number of missions will be available, but the most dangerous (and therefore rewarding ones) will be exploring missions. The adventurers will have to produce a map of the lands and places as they discover them. This map shall be handed to the next set of adventurers in the next session for them to expand on.
Very little is remembered about what the colony looks like. What is known for sure is that New Gallo is on the edge of a vast jungle, which covers a large mountain range. Imagine eastern South America as the Conquerors saw it and you are in the right ballpark.
The plan is to send three ships packed with new colonists to re-establish the settlement and open up the mines. There will also be a number of supply ships, probably two or three. These will be escorted by three frigates, which will carry the adventurers.
The plan also calls for convoys every month or so, with supply ships and escort. The actual frequency of the convoys will depend on the need of the colony, but also on the resources of the Duke. And to ensure that he has plenty of resources, the colony had better prove itself a valuable investment…
