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Scapegoated
06/23/22 10:46:37 PM
#1:


D&D campaign idea:

Everyone makes two characters. The DM and party pick the PCs one by one like picking teams for gym class.

The DM's team becomes the story's villains.

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"As our sphere of knowledge expands, so too does the circumference of darkness which surrounds it" - Einstein
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Questionmarktarius
06/23/22 10:47:50 PM
#2:


Let everyone play up to level 10 or 15 or so, then those characters become the villains for the next set of characters.
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Dingydang166
06/23/22 10:49:54 PM
#3:


The prob with using PCs as actual stat blocks is that they are too unbalanced in a PVP scenario.
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TMOG
06/23/22 10:54:27 PM
#4:


I had a similar idea for a Doctor Who game. I'd tell all the players to make two characters they want to play, their version of The Doctor, and a companion. Obviously this is so when The Doctor inevitably regenerates, one of the other players can immediately pick up the role without having to pause the game to generate a new character from scratch.

Or at least, that's what I tell them during session zero.

The actual first session or two of the game would involve everybody playing their Doctor, brought together by a villain collecting Timelords from across parallel universes, and culminates in a scenario where only one Doctor can survive -- and the players have to choose which one that is. This Doctor is then joined by the other players' companion characters.
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coolguyjimmy
06/23/22 11:03:30 PM
#5:


Why don't people run evil campaigns, much?
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Lokison
06/23/22 11:11:47 PM
#6:


Have everyone make both a PC and a Villain character designated as such.

PC characters get to start at level 5.
Villain characters are started at level 20.
DM makes modifications to Villains as they see fit, sticking to the Class(es) and Race.

Villains are an old adventuring party that have been corrupted and need to be killed/saved.

Bonus points for matching classes to toss up magical items to the PCs

Bonus: Fighter Weapon of my own design

Axe of Mischief
1d8+1 (Throwable)
This axe has an enchanted Mythril chain attached to it that is 15ft in length.

On a critical hit it lodges into its target, becoming embedded into it. Costs a bonus action to remove.

Using a bonus action the wielder may recall the axe to them after throwing, or incase it is embedded, either:

A) pull the user towards the embedded [creature, item, surface] as long as it weighs more than the wielder causing 1D4 to the [creature, item, surface] and all [creatures, items, surfaces] in its path, and 1D4 to the wielder for each [creature, item, surface] along the way.

B) pull the [creature, item, surface] to the wielder causing 1D4 damage to both parties.

I like to think of it as a grappling hook with extra utility.

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Word from the wise: Don't run in the shower.
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Bishop_Hastur
06/23/22 11:29:32 PM
#7:


coolguyjimmy posted...
Why don't people run evil campaigns, much?
Seems like it was all I ever ran with my old group. Not really my cup of tea.

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Have you seen the Yellow Sign?
Quando omni flunkus moritati
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coolguyjimmy
06/23/22 11:32:13 PM
#8:


Bishop_Hastur posted...
Seems like it was all I ever ran with my old group. Not really my cup of tea.

Oh? Do you mean neutral/chaotic Campaigns, or evil ones? Because if you're just "mercenary" which are what most of the Campaigns seem to be I'd say they're neutral at best, I meant like your objective is literally evil -- like capturing a run away sacrifice for the Drow, etc...
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Bishop_Hastur
06/24/22 9:55:28 PM
#10:


coolguyjimmy posted...
Oh? Do you mean neutral/chaotic Campaigns, or evil ones? Because if you're just "mercenary" which are what most of the Campaigns seem to be I'd say they're neutral at best, I meant like your objective is literally evil -- like capturing a run away sacrifice for the Drow, etc...
No, no, I mean evil. Luckily I've got the Book of Vile Darkness.

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Have you seen the Yellow Sign?
Quando omni flunkus moritati
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