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01/31/11(Mon)14:01 No.13731220Okay /tg/ is slow today. I guess I'll just keep going.
The first act of the campaign consists of going to hell and rescuing Muramasa. After that's done, the party will be tasked to 'tap' six key NPCs located on six planes.
Each NPC has a short mission associated with their purpose, and the overall goal is to unlock that NPC's hidden potential, as it pertains to protecting their home plane. Of the six NPCs, the party will have to choose three, and this will affect the outcome of the final battle
The NPCs will be located on Celestia, Ysgard, Mechanus, Limbo, Pandemonium, and Acheron. Two good planes, two neutral planes, and two evil planes; but the players will only be able to choose one of each.
The choices the players make will change the course of the Spelljammer battle, where the players will pilot a Spelljammer version of THE FIST against the legions of Githyanki ships attacking Sigil; in a near-suicidal attempt to breach their blockade and take the fight all the way to their doorstep. I've already got a solid set of rules for how ship combat is going to unfold, (each player gets a role, and THE FIST will be able blast things with cannons and plow right through enemy vessels with devastating ramming attacks).
At any rate, If you have any relevant input on flavorful aspects of planeswalking campaigns; any cool tidbits or suggestions related to any of the planes mentioned, I'd love to hear it. I have never DM'd a game in this setting, and I'm going for broke on details and immersion, so I'd love to have as much input as possible, as well as comments and questions about mechanics as mentioned.
I've playtested a bit, and it seems as though this stuff works; the downside being it takes a little longer than a standard encounter, but I'm pleased with what I see so far. |