My Favourite D&D Campaign: or why D&D is OK even though it's
Posted: Mon Feb 18, 2008 10:49 pm
I've been pretty much running D&D for 12 years now since getting a hold of my brother's old first edition manuals. In that time I've DMed probably around 8 campaigns, some of which ran for a couple months and others which lasted for the greater part of 2 years and spawned (what can best be described as) fan fiction of sorts on the part of the players. I've played in about the same number, but never got as much enjoyment from being a player as in being able to create worlds and toy with the stories that make those worlds feel real.
In my time as a DM I've never run a game based on a pre-packaged setting and have actually come to loathe FR for its excessive level of generality -- that is, it seemed that no matter how hard the players worked they would never have any influence on what the world was going to be like in a couple years. I am a strong believer that a game like D&D which take an epic amount of time in real life should lead to epic stories (of course, that does not imply that the characters are epic level -- most of my games actually finished before level 15).
Anyway, we always had the same group of core players for these games and together we were the reason much of these games were so fun. Our longest game went just over three years (in real life) and took place in 2nd edition, ending with the 14th level party ascending to be demi-gods of sorts (more like caretakers) over a ruined and nearly dead world (and that's the happy ending). When we picked up 3rd edition, we moved on and held three more major campaigns, each running for about a year and a half.
However, as anybody who frequents this board knows, 3rd edition has a bit of a different take on it than 2nd... Namely, what could happen in the game world was strictly bound by what was given in the rulebooks. And many of those rules were... asinine, to say it kindly. As we played on, I found that my gaming group differentiated between the people that knew the rules well and those that did not. Since the more rule-ept helped out the others with character creation there was not a huge power difference in the party, but there was a difference in how they played their characters. And, as a result, it meant that there were two players that always commanded the spotlight (by necessity more than anything).
Further, I found that even with a three foot high stack of third edition accessory books (metaphorically, of course), players were unsatisfied with their character's flavour. They had an awesomely imaginative idea for their character, but an implementation of it was either non-existent or a gimped myriad of unrelated PrCs.
So, after we finished up our third campaign in 3.5e (an evil campaign where the players installed themselves at the head of a dark empire at the end of the game) we were inevitably craving something new. We were all finishing up our respective undegraduate degrees as this point and so took a short hiatus from play. Although, I must admit, part of the rationale for the hiatus with our (my) general displeasure with how the 3.5e games would play. I came to the conclusion that we needed something that wasn't published by WotC to make up for it.
But the thing was: we'd been playing D&D for a decade now. We knew D&D well and liked the flavour of the system and had our imaginations tuned in this direction. Another system was pretty much out of the question, although I investigated a lot of options, and even tried to put one together myself. In the end, it didn't really work. Eventually I called it quits and decided to just use D&D... kinda.
I sent out an email and asked for players to send me character concepts. I received many confused questions with regards to what game system I was planning on using, and overall just replied with "Send me your character concepts and I'll get back to you." I received back some cool descriptions and ideas -- an Anne McCaffery style dragon rider, a spirit-totem shaman, a dream walker, a gnome in a giant mechanical exoskeleton, etc.
For each of these characters I came to the conclusion that the most important thing was that everybody got a bunch of cool easy-to-use abilities, some cool equipment and a unique personality that would be fun to play. At the risk of sounding like I spent too much time in the 90s, I felt that everybody should have a memorable and "cool" character to play. So I went ahead and designed a class for each of the players. Shot the classes back at the players, received some suggestions, updates, etc. and generally improved on the design at each iteration. To make a long story short, I was really happy with the result.
This design required some additional tweaking (read: overhaul) of the D&D rules as well -- for one, characters had "minor" skills and "major" skills. Every character received an assortment of spontaneous spells per day that increased in power with level, so even fighters had some power to warp reality.
Charisma based skill checks never determined the outcome, only influenced it. The former were at level ranks and the latter were at level + 8 ranks. Gold was no longer useful to purchase magical items, and so did not appear in copious quantities. Magical (and mechanical) items were much easier to create, and encouraged in general. For one, the Gnomish artificer / mech (read: McGuyver) basically had the ability to create "whatever the hell he wanted" if he had one day to work on it. There were a lot of other small tweaks that I won't go into here, but they probably couldn't be compiled into some greater manifesto since they were so campaign specific.
When we played it out, everybody got their moment in the spotlight at some point. And overall, I was very happy with how it turned out and had a really good time, even though that campaign only lasted a couple months. It really reminded me (in an 80s cartoon / video game nostalgia sort of way) of why I started playing D&D to begin with.
Anyway, regardless of the D&D bashing that pretty much defines much of the Gaming Den's existence, does anybody have any positive stories about the game and what they had to do to be able to enjoy it again?
In my time as a DM I've never run a game based on a pre-packaged setting and have actually come to loathe FR for its excessive level of generality -- that is, it seemed that no matter how hard the players worked they would never have any influence on what the world was going to be like in a couple years. I am a strong believer that a game like D&D which take an epic amount of time in real life should lead to epic stories (of course, that does not imply that the characters are epic level -- most of my games actually finished before level 15).
Anyway, we always had the same group of core players for these games and together we were the reason much of these games were so fun. Our longest game went just over three years (in real life) and took place in 2nd edition, ending with the 14th level party ascending to be demi-gods of sorts (more like caretakers) over a ruined and nearly dead world (and that's the happy ending). When we picked up 3rd edition, we moved on and held three more major campaigns, each running for about a year and a half.
However, as anybody who frequents this board knows, 3rd edition has a bit of a different take on it than 2nd... Namely, what could happen in the game world was strictly bound by what was given in the rulebooks. And many of those rules were... asinine, to say it kindly. As we played on, I found that my gaming group differentiated between the people that knew the rules well and those that did not. Since the more rule-ept helped out the others with character creation there was not a huge power difference in the party, but there was a difference in how they played their characters. And, as a result, it meant that there were two players that always commanded the spotlight (by necessity more than anything).
Further, I found that even with a three foot high stack of third edition accessory books (metaphorically, of course), players were unsatisfied with their character's flavour. They had an awesomely imaginative idea for their character, but an implementation of it was either non-existent or a gimped myriad of unrelated PrCs.
So, after we finished up our third campaign in 3.5e (an evil campaign where the players installed themselves at the head of a dark empire at the end of the game) we were inevitably craving something new. We were all finishing up our respective undegraduate degrees as this point and so took a short hiatus from play. Although, I must admit, part of the rationale for the hiatus with our (my) general displeasure with how the 3.5e games would play. I came to the conclusion that we needed something that wasn't published by WotC to make up for it.
But the thing was: we'd been playing D&D for a decade now. We knew D&D well and liked the flavour of the system and had our imaginations tuned in this direction. Another system was pretty much out of the question, although I investigated a lot of options, and even tried to put one together myself. In the end, it didn't really work. Eventually I called it quits and decided to just use D&D... kinda.
I sent out an email and asked for players to send me character concepts. I received many confused questions with regards to what game system I was planning on using, and overall just replied with "Send me your character concepts and I'll get back to you." I received back some cool descriptions and ideas -- an Anne McCaffery style dragon rider, a spirit-totem shaman, a dream walker, a gnome in a giant mechanical exoskeleton, etc.
For each of these characters I came to the conclusion that the most important thing was that everybody got a bunch of cool easy-to-use abilities, some cool equipment and a unique personality that would be fun to play. At the risk of sounding like I spent too much time in the 90s, I felt that everybody should have a memorable and "cool" character to play. So I went ahead and designed a class for each of the players. Shot the classes back at the players, received some suggestions, updates, etc. and generally improved on the design at each iteration. To make a long story short, I was really happy with the result.
This design required some additional tweaking (read: overhaul) of the D&D rules as well -- for one, characters had "minor" skills and "major" skills. Every character received an assortment of spontaneous spells per day that increased in power with level, so even fighters had some power to warp reality.
Charisma based skill checks never determined the outcome, only influenced it. The former were at level ranks and the latter were at level + 8 ranks. Gold was no longer useful to purchase magical items, and so did not appear in copious quantities. Magical (and mechanical) items were much easier to create, and encouraged in general. For one, the Gnomish artificer / mech (read: McGuyver) basically had the ability to create "whatever the hell he wanted" if he had one day to work on it. There were a lot of other small tweaks that I won't go into here, but they probably couldn't be compiled into some greater manifesto since they were so campaign specific.
When we played it out, everybody got their moment in the spotlight at some point. And overall, I was very happy with how it turned out and had a really good time, even though that campaign only lasted a couple months. It really reminded me (in an 80s cartoon / video game nostalgia sort of way) of why I started playing D&D to begin with.
Anyway, regardless of the D&D bashing that pretty much defines much of the Gaming Den's existence, does anybody have any positive stories about the game and what they had to do to be able to enjoy it again?