I
am starting a Wicked Ones campaign for 3-5 players if there is enough
interest. I personally haven't played this system yet, but it is really
drawing my attention. The current groups I'm playing with are all full
on campaigns for a while, so I figured I try out this system with a new
group and see where it leads. A full campaign is expected to last about
16 sessions, although there is a significant risk of a TPK present.
----------Meta info--------
System: Wicked Ones
Time: Weekly sessions from 8pm to 11pm GMT+2 on Thursdays.
Both new and experienced players to TTRPG's are welcome.
--------System description------
"Wicked Ones is kind of like Dungeon Keeper meets Blades in the Dark.
You play as monsters that build a dungeon together. You raid the
overworld for loot to build up your hoard, fend off adventurers invading
the dungeon, and try to accomplish a nefarious master plan."
The system itself seems to be relatively quick. There is no specific
turn order, and resolutions of conflicts are quick and open-ended for
creativity. The players are in control of the actions, whatever they
might want to do, and the DM will let them know how strong the effect is
if they succeed and how dire the consequences for failing (forward)
are.
-------The Campaign----------
The campaign itself is a sandbox, and requires a lot of player
interaction. At the start of the campaign, the players will choose one
of the possible options of the sandboxes which has several factions with
their own goals. The goal of the players, is however up to the players.
You will decide upon your own evil masterplan at the start of the
campaign, and as you raid the overworld and expand your dungeon to enact
this masterplan, the world reacts to your actions.
Rulebook available for free at: <a href="https://www.drivethrurpg.com/product/354307/Wicked-Ones-Free-Edition" rel="nofollow">https://www.drivethrurpg.com/product/354307/Wicked-Ones-Free-Edition</a>
-------Session 0 details-------
There will be a joint session 0 with all the players to determine
some major components of the campaign (Specific sandbox, dungeon theme,
master plan, characters), as well as safety tools
----Backstory-----
The system and game is not as heavy on backstories as other systems.
While there is some flexibility here, the center of the play are not the
individual players, but the party, masterplan and dungeon as a whole.
If you want to have a bit more of a backstory, it should fit within the
following framework:
“You’re all members of a failed dungeon, one that collapsed in upon
itself after your master was overthrown by an adventuring party. The
dungeon was ransacked and the remnants of the minions and creatures tore
each other apart in the aftermath as they struggled for control.
While you never really knew each other before, in the ensuing chaos
and escape from the doomed dungeon, you recognized that each of you had
the spark of a Wicked One, a monster that can suppress its dark impulses
long enough to work towards a master plan together. Seeing first hand
how precarious a dungeon run by just one master can be, you decided to
band together and set up a dungeon of your own.
But that was weeks ago. Since then, you've been on the run through
civilized territory, looking for the right spot for the dungeon. Now,
you're huddled around a dying campfire under a tree as rain pours down
around you. You're soaked, cold, tired, and pretty angry. You’ve gone
hungry the last several nights. There's one thing you’re certain of,
though. These lands around you are full of ripe targets. But first,
you're going to need refuge."
------About me-----
I have been playing rpg's for the last 6 years or so, both DM'ing and
playing multiple times per week in a variety of campaigns. I've mostly
played 5e and warhammer fantasy, and there have been some brushes with
other systems but those didn't stick. I've run multiple long-term
campaigns, although most have been offline (or online-covid) campaigns,
as well as a few online one-shots. I generally try to keep the game
running during play, not taking extended time to figure out the exact
rules or situation, but improving on the spot instead and looking up the
rules afterwards for future reference. I am quite a big fan of
world-building as well, making sure that the world feels real and that
the players actions reflect upon the world and result in consequences
whether they are positive or negative.
----------Important information-------
This is an evil campaign, and the setting is relatively dark. The
game is about monsters, not misunderstood kind monsters but actual
monsters with their selfish and often cruel agendas. As such, violence
is to be expected. The game should however not descend into cruelty for
cruelty's sake. The monsters will be working towards their masterplan,
and they will do what it takes to get it. We will be using lines and
veils as safety tools which will be discussed in session 0, and sexual
topics will be banned from the table.
-----What do I expect from players----
-Know the basic rules: While it's likely going to be a new system for
everyone, I do expect everyone to eventually read and understand the
basic rules to keep the game flowing.
-Know your character: I will expect players to know what their
character can do. In general the system is quite loose with
possibilities of what you can do, but if there are any special
abilities, it is on you to remember it.
-Show up and communicate: In principle I expect the players to show
up on time for every session. If you can't make it to a session (For
example being ill or being on holiday for a week), this is not an issue,
just let me and the other players know.
---------How to apply------
0) Make sure to read the description of the game and make sure you are interested.
1) Send me a message here
2) Briefly describe why you like this particular system/game.