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From: Eric Collins <caspianhiro@?????.com> Date: Mon, 10 Nov 2003 17:04:02 -0800 Subject: Re: What I did with SotSM
Not really trying to continue the flame stuff going on, but here's some of what I did with the 3e SJ setting is slamming so much. Characters started on the Human type world, characters don't know it's going to be SJ campaign. I've told them that there are no Drow in this campaign, I don't like them, they suck. Also, I told them there are few dwarves and elves, and definitely no "high" or "grey" elves. They grew up together in the same village, some of them knew each other, some didn't, until it's raided and most of village destroyed. They are recruited to chase after bad guys. Did some small stuff to get them to 3rd level including a rescue hero type adventure on the way to an island city. (I pulled the adventure details from a Dungeon mag, and only modified the ending, I am a lazy/busy DM). Turns out the two dwarves were princes from a nearby colony. Party rescues one prince and becomes big heroes. During the multi-day celebration, characters learn that the Dwarves came from "far, far, away". And that they once had a greater civilization. These dwarves are part of a diaspora that happens when the Mind Flayers discovered this Sphere. Party pays/hired to guard a ship from main continent to island with free port pirate nation. Island starts another module I bought with 3 parts. In the end, characters are famous in the area, save the nation etc. and are now 8th level. They are now shown to an Arcane that wants them to deliver something to the Elven forest world. Party doesn't know what it is. Item is stolen by the "evil" elven family before delivery, and party chases bad guys across the forest world until it's recover and return. As a reward, the party is granted a smaller elven ship and granted a license to seek prizes as a privateer. Party learns the ins and outs of SpellJamming. I kept the Crystal Sphere concept, it solves too many problems for me, I used the 3e ship combat rules that someone here was kind enough to provide, but I mostly tried to just use this as a way to get from A to B, none of us were really interested in the ship combat, it was more about the settings, and the scale. Allowed them to now use the Prestige Classes if they wanted them. I knew where this was headed, and was making suggestions to them that would make some of the kits I thought they might like available when the time came. Party also learns about the Dwarves, and their situation. Party ends up meeting them, and going to the Orc/Dwarven Town. Turns out that given a common enemy that is mean enough, they can get along enough enough to survive. After a few generations of being raised with the dwarves, the Orcs with their shorter life spans have known nothing other that their current situation. Some of the older dwarves remember when orcs were enemies. This setting is very gritty, brutal, and entrenched, my players loved it. Not what they were expecting at all after the softer, more traditional fantasy setting. Party now does the Mind Flayer Prison Break from Dungeon magazine. Again, I didn't have to do much to it to make it fit. One of the Prisoners tells them the Flayers are looking for a relic. All he knows is the name of it. Party figures out a way to regain contact with the dwarven comminity and create a small group of other spacers that will run the mind flayer blockades, and help alleviate some of the strains on the dwarven/orc community. Party then searches the sphere for news of this relic. They are eventually point to the desert planet where they find lots of powerful undead, and the small but powerful(necro)magocracy nation that uses them. This was fun. Lots of powerful mages to kill, undead galore, tombs to loot etc. Relic is in the hands of a lich (of course). Eventually the lich is found, dispatched, and the relic recovered. On the way back, the party is attacked by strange spider ships, full of Drow? "But I thought there weren't any drow?" Oops, I lied. Relic is protected, but just barely. Their ship isn't safe, party is on the run from "Ninja-Drow Assassins". Eventually they find that the Relic is a powerful type of spell jamming helm and they can use the to crash huge asteroid into one of the planets, just like they did millenia ago with the desert planet, when it was the only inhabited world. Of course there were some complications, but in the end, the bad guys lose and good guys win, everyone is happy. Hooray. I didn't proof read this at all. Hope it makes sense. Anyway, I guess when I see all the venom directed at the SotSM, how it's worse than useless, it's harmful to the game, etc. I just don't get it. Was it incomplete? Sure. Could it have been better? Yep. But was it useless, driving people away from SJ? I disagree. I ran a whole campaign there, and never even had or wanted to leave the sphere. Have fun, Eric Collins (no relation to the Andy Collins) __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree
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Month Index: November, 2003