From the beginning of this
campaign idea and really from long ago, I had a kernel of an idea that a
campaign ought not be rushed.
But D&D nowadays is built for people who can only play twice a month or something. It's meant to be fast in game terms to compensate for slow in real world time.
But D&D nowadays is built for people who can only play twice a month or something. It's meant to be fast in game terms to compensate for slow in real world time.
Grand and sweeping epics, this is just not the
speed of play that D&D is built for. D&D is built to level you up FAST.
In 3.x for instance, a
group of characters who hustled could go from level 1 to level 20 in about three months of game time if they really wanted to. 25 encounters in a week nets you
almost two experience levels.
God that sounds stupid just
saying it.
In older editions the rate
wasn't quite as bad because it slowed down at higher levels much faster than
3.X does, which is built with increasing XP awards for high level encounters
baked in through the concept of CR, and monsters for XP, and a few other
mechanicals. But the premise is still there: making it from level 1 to level 9
in 50 adventures (about a year of regular play) is pretty common.
Your experience may vary
because you may be a languid player. I've seen both. I've seen Dragonlance PCs
cap out twice a year (18 level cap) and I've seen guys get to level 6 in two
years of biweekly. But even in that latter case, the calendar barely moved in
game time.
And that's the key: the in-game calendar barely moves.
Do you know how long it took the hobbits to get to Mount Doom and back? You do! 13 months.
And in a normal D&D campaign, a character would be like level 40 before the calendar moved off of, say, "midsummer."
Part of that is having a calendar and weather, but part of it is just the way D&D seems to go.
And that's the key: the in-game calendar barely moves.
Do you know how long it took the hobbits to get to Mount Doom and back? You do! 13 months.
And in a normal D&D campaign, a character would be like level 40 before the calendar moved off of, say, "midsummer."
Part of that is having a calendar and weather, but part of it is just the way D&D seems to go.
I don't want my player character to go back to high school a level 20 wizard. I want a grand
sweep of history. I want the PC's kids to take up their mantle within a
reasonable amount of game time.
To solve the time issue,
I'm going to be using a concept called the Grand Turn. That is, we will take
time to enjoy each season in a year.
What does a year look like
in Port?
Spring is the season for
adventure and sowing (hear a rumor, PC adventure arc, possible move encounter,
hazard die for each power, redraw map)
Summer is the season for
war (hear a rumor, possible move encounter, go to war for 2d8 weeks, City
hazard die)
Fall is the season for
reaping (hear a rumor, possible move encounter, possible town adventure, one
haven action, hazard die for each power, redraw map)
Winter is the season for family and fallow (hear a rumor, possible town adventure, advance dynasty, one haven action, one hazard check, possible move encounter, player Hazard die)
Then we move the calendar forward a year of game time. People grow and age. The world changes a little.
Time is real.
Then we move the calendar forward a year of game time. People grow and age. The world changes a little.
Time is real.
Traveling around in Port
between districts is fraught with danger, so there are chances for mini-dungeon
delves and random encounters during each of the four seasons in the inner
wilderness. And during each season there will also be at least one holiday
festival should the PCs wish to participate.
For the mini-adventures
moving around town, I will use a wandering monster list I made up for the
purpose. When you change districts, there will be a 2-in-6 chance you encounter
something bad. Paying someone to be your guide reduces the chance to 1-in-6. On
that encounter chart, half the results will be a ruined mini dungeon. Or if you
want to, you can wander around until you find one. I'll be using the Donjon generator to whip them up on the fly.
The Hazard Die is a
manifestation of Lady Fortuna shining down upon the city, the guilds and noble
houses, and ultimately the player characters. It comes from the Hazard System by
Brendan of Necropraxis.
For the wars, I'll be using
the Horrible Medieval Wars generators. These include two short tables to
spur my imagination about the reason for the war (this time) and the
belligerents; and two nice charts designed by Skerples.
For the dynastic
advancement, I'm not really sure what I'm going to do. But I'm going to crib
from Pendragon (first
edition happens to be freeware).
For town, festival and
rumor adventure hooks I'll be using random charts developed by Chris Tamm
of Elfmaids and Octopi. (As an aside, no matter how
much creative output you can manage, Chris Tamm can put out three times as
much. While riding the bus. He's amazing.)
pendragon did a adventure per year kind of like this
ReplyDeletein darklands as characters became good and had best stuff
they get old and stats dropped off
Yes the exact rules I will use are informed by Pendragon 1e. I worked out the steps on the Winter part of the year just last night.
DeleteIt’s a real honor for you to stop by and leave a comment :)
Another thing: I wanted to have children born in my campaign world ever since you posted a play report about your PCs having children a couple of years ago. So thanks for that.
Delete