Accord (i.e. will probably be stolen within the coming weeks)
but seriously, I think a time travel element would be nifty in a campaign. You have the players fight part of a battle in an area, and then they're hurled into the past (distant or recent, WHO KNOOOWWWS), where they can alter the world to make the remaining part of the present battle easier. Convince the designer of an ancient keep to slightly alter the floor plan when it's first being built so that the ruins of the present crumble differently. Bury a golem underground, where it lies in wait until you return to retrieve it. ET CETERA
I wanted to run a campaign where the players are transporting an ancient artifact which is stolen from them early on
and at the end of the campaign it turns out that it was stolen by themselves from the future, and they took it because the guy who hired them to transport it was actually going to use it for nefarious purposes
actually I feel a little bad, as it's a start-up and people's duties are expanding in general and job descriptions are constantly changing and shifting I've ended up taking over quite a few things that used to be other people's domain and I'm treading on eggshells trying desperately hard not to offend any of them
I wanted to run a campaign where the players are transporting an ancient artifact which is stolen from them early on
and at the end of the campaign it turns out that it was stolen by themselves from the future, and they took it because the guy who hired them to transport it was actually going to use it for nefarious purposes
or perhaps
nefarious porpoises
It bestows the Infernal Aquan language upon the holder.
Oh goooood my Fighter/Bard is going to be such a rape machine. I almost want to kill my main character purposefully so that I can use him as soon as possible!
oh and for extreme time travel situations your players have to play with the super old D&D rulesets where elf was a class and stuff
I've been toying around with something very similar.
Here's the basic idea of the campaign structure:
You start off in a game of Call of Cthulhu in the late 1920s, or even the early 30s, as a group of plucky teen adventurers. Through the actions in the Call of Cthulhu campaign, you are ultimately successful, but in the process uncover some sort of artifact which gives your group certain magical talents or powers. You use these powers to defeat whatever it is you need to defeat, and then you retire.
20-30 years later, someone else has gotten their hands on whatever it was that gave your group their powers. You're now all significantly older, and possibly even retired, but whoever this is is creating more powered individuals and fucking up the world significantly. You come out of retirement into a golden/silver age Mutants and Masterminds game. You defeat your foes, and finally find your way to the big boss, but before he is defeated, he escapes away in a time machine, where you follow him.
You arrive in the middle ages, now as D&D characters. Your nemesis has altered the world significantly, and you do your best to undo what he has done in your search for him, trying to make the world what it once was and not this horrifying place full of dragons and ogres. You defeat him, but then you realize that his defeat does not mean that all his changes will be reversed, and that the only way to reverse those changes is to go back and prevent anyone from getting the artifact.
You warp back to the 1920s, in a Spirit of the Century campaign, where your adventure is similar and yet incredibly different from your original one. While defeating cosmic horrors is still a main priority, you also now have to prevent anyone else from getting the artifact that gave y'all powers, and destroy it forever.
I was trying to find a way to add in Shadowrun too, but I'm pretty happy with that as is. I may run it someday.
Okay, I picked up the DMG2 and AV2 today and gosh.
I haven't started reading the Adventurer's Vault yet but DMG2 has some really awesome ideas, especially for someone like myself who hasn't done any terribly intensive DM'ing before. There's just so many neat ideas, and ways to do things I never really considered while making adventurers, plus a boatload of new templates (including PHB2 and FRPG classes) and a bunch of 'theme' templates that you can use to tie a whole bunch of different monsters together into a coherent group.
I'm not sure it's for everyone but it certainly has some pretty sweet highlights for a newbie like me. Dang I am enjoying this.
marsh run an online campaign for some of us dudes
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited September 2009
make it play by post so I don't have to sit somewhere for five hours
I could probably run the age of worms campaign for a second group. It's not so much the game-running that gets me its the making and planning beforehand.
Plus converting this thing has been like a part-time job, if I can run it more than once that would hella justify the time spent on it.
Tommy: Currently wearing green robes and a leather mask with iron studs it seems.
Posts
what kinda car is it?
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
but at the same time
we do drive to SC every other weekend or so, and probably drive around 30+ miles every weekday just to get Rachel to and from work
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
also I received a pay raise
my boss gave me a few more duties and figured it was only proper (of course, I have to prove I can do those duties too!)
but seriously, I think a time travel element would be nifty in a campaign. You have the players fight part of a battle in an area, and then they're hurled into the past (distant or recent, WHO KNOOOWWWS), where they can alter the world to make the remaining part of the present battle easier. Convince the designer of an ancient keep to slightly alter the floor plan when it's first being built so that the ruins of the present crumble differently. Bury a golem underground, where it lies in wait until you return to retrieve it. ET CETERA
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
and at the end of the campaign it turns out that it was stolen by themselves from the future, and they took it because the guy who hired them to transport it was actually going to use it for nefarious purposes
or perhaps
nefarious porpoises
actually I feel a little bad, as it's a start-up and people's duties are expanding in general and job descriptions are constantly changing and shifting I've ended up taking over quite a few things that used to be other people's domain and I'm treading on eggshells trying desperately hard not to offend any of them
the hobbits of new zealand aren't enough for him
Tales of the Time Traveler 6: Hobbits of Time
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
It bestows the Infernal Aquan language upon the holder.
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
and those are all the Jack Frosts he rules
crushing them underfoot because they are inferior to him
or... or something
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Holy shit
holy shit
you are right
what the fuck, Persona
You know I'm older than you, right?
Are you entirely certain I'm not you from the future?
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I've been toying around with something very similar.
Here's the basic idea of the campaign structure:
20-30 years later, someone else has gotten their hands on whatever it was that gave your group their powers. You're now all significantly older, and possibly even retired, but whoever this is is creating more powered individuals and fucking up the world significantly. You come out of retirement into a golden/silver age Mutants and Masterminds game. You defeat your foes, and finally find your way to the big boss, but before he is defeated, he escapes away in a time machine, where you follow him.
You arrive in the middle ages, now as D&D characters. Your nemesis has altered the world significantly, and you do your best to undo what he has done in your search for him, trying to make the world what it once was and not this horrifying place full of dragons and ogres. You defeat him, but then you realize that his defeat does not mean that all his changes will be reversed, and that the only way to reverse those changes is to go back and prevent anyone from getting the artifact.
You warp back to the 1920s, in a Spirit of the Century campaign, where your adventure is similar and yet incredibly different from your original one. While defeating cosmic horrors is still a main priority, you also now have to prevent anyone else from getting the artifact that gave y'all powers, and destroy it forever.
I was trying to find a way to add in Shadowrun too, but I'm pretty happy with that as is. I may run it someday.
i want to steal it
You thief
Obey the Lord Thy God
marsh run an online campaign for some of us dudes
i forgot what it's called
play by post would take months
this is killing me
Sure thing. I'll hop right to it.
i love you
i want to make love to you
is it dreamy
does it have stables for my ponies
is it tender
What is the campaign wearing right now?
:winky:
Plus converting this thing has been like a part-time job, if I can run it more than once that would hella justify the time spent on it.
Tommy: Currently wearing green robes and a leather mask with iron studs it seems.