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Players voted for a very low magic mercenary campaign. HELP!
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So everytime a campaign ends I pitch several ideas to the players, both in a handout and in person. This time I threw in a next to no magic campaign in which they will be part of a mercenary group.

Sounds good right? Well I made this pitch document about 3 to 4 weeks ago and today to my shock everyone had voted for this one. I never expected them to pick this one since they all basically only made casters before.

So now I'm scrambling for ideas. Please help.

Comments
[not loaded or deleted]

If they don't own/run the mercenary company how are you handling treasure? Because magic sword gets passed up the chain of command not kept by the PC that found it.

I stumbled upon the same issue. If they find a very wel crafted sword they'll probably have to give it to the quartermaster or a higher officer.

No complicated plot set ups, they have someone that says "People, we were hired to do X. Grab your gear and lets go."

I was more wondering how do I keep that fresh. I was thinking about having their patron dragging them somewhere dangerous and the whole band want out of the contract.

[not loaded or deleted]

Good plan. Throw in some extra political mess and get damn close to an actual campaign :)

[not loaded or deleted]

Huh, until so far I hadn't really been able to put it into words. Now that I see the little list it makes much a lot of sense and simpler to run (in my head atleast.)

Thank you

[not loaded or deleted]

I was actually planning to (depending on if the players want to or not) to have them rise through the ranks fairly quick and leading first a seperate squad and then the whole company.

Like you said I'll have to ask them during session 0.

[not loaded or deleted]

I mention a non-5e alternative simply because you've got so much magic tied up into the setting that it will be a dull and disappointing place without it.

I'd planned on carrying over and adjusting some feats and such from other systems so I'll give barbarians of Lemuria a looksie too (see what I can steal). I've also unmagiked some of the classes making the magic either skills or replacing them with interesting options.

You might argue that I'll end up homebrewing so much that it'll no longer be 5e, but oh well.

[not loaded or deleted]

The Black company books actually were the inspiration for the setting style.

I'll see if I can't find that 3e book, maybe I can convert some over.

[not loaded or deleted]

Thanks I'll check it out!

[not loaded or deleted]

My lengthy response was to the suggestion that 5e is not balanced.

Then consider my previous response null and void. I was under the wrong impression.

It Just think it may be a better experience if you use a different system. 5e is generally the most complicated one that is played. SR an obvious exception.

Eh, 5e comparitivly to several other systems I've monkeyed with is relatively easy to homebrew/hack while keeping/making it more balanced towards my DM style.

Ooh... savage worlds could also work.

Looking that up now...

If you can run 5e then most other stuff should be trivia.

Yup but it's good to have some trivia. Knowledge is power and it helps me make a believable world despite not having much prepared in advance.

[not loaded or deleted]

True, maybe have someone else try it first (one of the NPCs). I'd say the punishment can range all the way to hanging if depending on how much you stole and how well high command likes you.

But that'll be more an in-the-moment kind of thing

[not loaded or deleted]

True enough, but then you get into saying that 5e is balanced to begin with.

There will always be something broken, but I doubt they'd mind much if we switched systems. We can find that out along the way.

[not loaded or deleted]

I mean that sounds like a good plan, but what if they find out.

What if you gloat and others get jealous?

Will the heroes...?

[not loaded or deleted]

Oh I didn't put that in the original post.

The only people with magic are Sorcerers and Clerics.

But clerics are not allowed to do harm and I dis allowed sorcerers already. This was part of the pitch so they were warned before hand.

I have reworked things like ranger to not have actual magic, wasn't for this campaigns specifically but I see your point.

[not loaded or deleted]

Stab the young noble who hired you last time.

He was so nice and casual. Even treated you like humans. Oh well we're getting paid this time.

[not loaded or deleted]

It seems I have way too much free time.

I loved the manga and have yet to see the anime, but I've heard good things.

Also Berserk is one of my favorite series, so I'm a bit biased.

Pff you aren't biased. Beserk is one of the best mangas out there. He said totally biased himself.

[not loaded or deleted]

Alright.

I think I'm missing the point, I remember reading how it was balanced and going:

Huh I wonder who actually runs 4-6 combat encounters per adventuring day.

Resource management has always been key in D&D even in earlier editions. I am not complaining about it be broken. Nor sour that spellcasters are solving everything with magic. That's what spellcasters are supposed to do.

But and I'm probably getting this wrong the quote at the top makes it seem like you are saying I think it's too hard to balance the game with spell casters. It's the complete opposite I have so much experience with everyone having spells that I am asking for advice what to do in their absence. I didn't take away spells and such just because I was tired of dealing with them, my players voted for a world devoid of magic.

I can understand that you have a strong opinion on this, but however much I see your point. I am going to run this game, because I promised to and because I like running games magic or no.

You can design a game to be played a certain way, but when people take over it'll never be like that.

[not loaded or deleted]

They do have some the 4 3 wizards Goblin, One Eye and Silent at the start that is. They are grunts compared to the taken and shadow masters but they have some.

But I get your point I'll dive back into them to get a little better of a grip on it.

[not loaded or deleted]

I agree with both actually. If I were to take out magic entirely it would be a different thing, no longer 5e , but limiting the amount of magic on the player's side makes things dramatic.

[not loaded or deleted]

I'll look it over.

Also you can't have grit all the time that's just depressing and makes it all seems unreal. Things like the black company do this well, the soldiers all complain, sneer and joke about and at eachother. I think that works really well.

[not loaded or deleted]

I think we misunderstand each other.

I'm not taking out magic not completely atleast. High level bad guys can be sorcerers (warlocks disguised as sorcs). The point is that the players aren't magic to begin with.

as for what era I'm looking at it's kind of a mixed bag, but given the nobles and such I'd say around the Migration period so 400 to 800 AC for tech. Though it is a fantasy world so it'll invariably vary.

[not loaded or deleted]

I appreciate you coming in on the conversation here, but the system really isn't the question here. It wouldn't be the first time we switched systems halfway because we found a better fitting one.

So while it's very much appreciated I doubt it's much use argueing.

[not loaded or deleted]

Do you mean the blade itself and the books after? I agree that might be a good one to get some inspiration from too.

With respects to both political machinations and the grime and mud tone.

[not loaded or deleted]

Eh 30 bucks is ok. I found it for 20 in my country. Thanks for bringing it to my attention.

[not loaded or deleted]

Good plan, I could also flip that.

They are in the neighbouring states and the king wants the land belonging to the young king.

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