Hello, I am setting up a campaign to
run that would be a large, open-world exploration style of game, with
some OSR (old school renaissance) elements. It will still have some RP
don't worry, but it will take a passenger seat this campaign. Whether
that's the front passenger or total back seat is up to the players, but
it definitely won't be the focus. There will still be a desire to have
some backstories though, even if we don't go into full RP mode having
ties to the world is something I will want at least for the beginning. I
wanna try to have a session 0 to make characters together, and perhaps
even a little of test combat. No spefic time slot yet other than
probably weekends, PST time zone though doesn't mind working around time
zones The OSR/Homebrew elements As
stated before, I'm using a bit of modification that emulates more of 1e
or 2e, partially because those editions were more focused and set up
around a hexcrawl style. Here's just a list of the changes/focuses so
you know ahead of time ) : -XP:
There's been a lot of ways to do XP in D&D. While yes some will be
given out for combat/resolving an encounter (yall don't have to kill
everything) the main form of XP I will be using is an old school
mechanic know as Experience for Gold. It's a pretty simple method, at
the end of the large dungeon/encounter areas (I did say this was a
dungeon crawl didn't I?) and you gain experience at a simple 1gp = 1xp I give XP out at the time of obtaining everything, so magic items
are already counted in the XP total. No selling them for more XP -Carry
weight: big deal. Especially with coin carry weight. While you will get
the full hoard's amount of gold in XP upon reaching it, there's a good
chance the large chests of gold don't all fit in your pockets, meaning
you gotta take what you get or leave it (or as a nice hint for people
new to this style, bury it and come back later with porters and horses
*wink*). I will say, I do plan on using D&D Beyond (I have the books
purchased to share) so it will do the calculations for you. -Dungeons: There's something cut out of 5e that makes running dungeons somewhat lame IMO that makes exploration suck, exploration turns .
You know how combat goes in 6-second turns? This is like that, but
longer 10 minute turns. This makes tracking where you go, how long
spells/torches/rations last, how often you need to rest, etc. It makes
exploring the dungeons more of a focused part of the gaming instead of
just "I go here, then here, loot chest, ok let's go right now". -Races:
no goblins, hobgoblins, orcs/half-orcs., kobolds, minotaurs, goliaths,
or Dragonborn. I don't want to just be a dick and say no because I don't
like them, but I say no because this campaign is going to involves a
lot of fighting those races. Unless you really really REALLY want
to be some sort of outcast of the race that has joined up with the human
cause, yeah these guys would much rather murder people
than to side with them in this setting I have made Might be smaller ones that come up,
but those are big ones that I can think up of as the biggest changes
that might turn off players. If this sounds interesting, please dm me! Basic setting information You're
set on the continent of Paxis, discovered ~50 years ago with human
colonies set up along the eastern coastal plains/forests(the starting
point), and elvish colonies set up along the western desert. However,
just because humans and elves are new to this area doesn't mean it was
barren of life. A tribal system of the "Beastly races" (goblins,
hobgoblins, orcs, goliaths) already live and settled these lands, along
with strong powerful monsters that haven't been seen by mankind. There
also seems to be the remains of a once-great civilization that still dot
these lands. Do you have what it takes to explore the new world and get
rich while doing so? Then come down the city of Clearhope, find your
fellow adventures, and start exploring.