| ||
|
After a few abortive attempts at campaigns in 3rd Edition - one Viking-inspired
campaign, a couple where we started out at 3rd level or so, and a few forgettable
more, my regular gaming group decided to pull out (almost) all the stops. (I
wasn't there at the time, so I can actually claim innocence to the character
creation method used - I didn't come up with it. I wasn't originally slated
to be the DM either, but sometimes things just doesn't go the way you think
they would.)
The result? A campaign we nicknamed 'Insano Jr'. Junior, because 3E is
a system much, much younger than 2nd Edition. Insano, because of the character
creation system used. And The Unlit World as a campaign world, because I decided
that 'wouldn't it be cool if Dark won, for once'? The players didn't
have much to say, as I was the DM and could do pretty much what I damned well
pleased .
With a little luck, this'll be a longer-running campaign than the other campaigns
we've tried. It'll be 'shared world' as well, so DM burnout shouldn't become
an issue.
Hit Points and Rerolls:
Racial Considerations:
Magical Items and Equipment:
Experience Level:
If a character dies or is otherwise "unplayable", the accumulated experience
point total is kept - though, obviously, no experience points are forthcoming
from the scenario that that particular character died on.
DM Considerations:
In the end, the forces of Light and Dark clashed in a titanic struggle for
ultimate dominance. The sky wept blood, and deadly vapours oozed from the
ground. It was a terrible fight.
My Thoughts
Just around the time when 3rd Edition (3E) was released, we had started an
insanely high-powered 2nd Edition AD&D campaign fondly known as 'Insano'.
Starting the campaign at 2 million XP to spend on the character (and increasing
the amount when characters died - so that new characters wouldn't be
unduly penalized for being 'new'), we ended up at around 2.7 million XP when
the campaign was stopped due to an ill-advised jaunt to the Shadow Plane as
well as the release of 3rd Edition.
Character Generation
Stat Generation:
Roll 4d6. Drop the lowest, roll eight scores, pick the six best. You can roll
three sets maximum, and pick the best set of six. This does tend toward very
good scores, but does not create characters with all 18s or anything like that.
First level has maximum hit points. Subsequent levels are rolled for, and
noted on the character sheet. 2 000 gp can be spent to reroll a particular
hit point roll during character generation, and the better of the two rolls
is then used. We always note what we rolled for hit points on the various
levels, as some magical effects and spells can allow us to reroll that die
at a later date.
No race - monster or standard - is automatically barred. The exceptions to this
are dwarves (but not duergar or derro) and elves (forest, wild and so on, but
not drow). The Light races - particularly the dwarves and the elves - are
nigh extinct, and the Dark races rule the world together with a smattering of
evil humans. Half-Fiend and Half-Dragons are restricted as for now, and the
race chosen has any particular powerful abilities stripped - Spell and/or Power
Resistance cannot be possessed by any PC race.
A newly generated PC has 50 000 gp worth of equipment, magical or otherwise.
2 000 gp buys the character a hit point reroll.
A starting character is placed at level 10. If the character is of a particularly
powerful race or type of monster, the character will be penalized in levels.
For instance, githzerai are penalized one level when starting, making a
githzerai a 9th level character instead of 10th level. Powerful races are not
penalized in the amount of money available for magical items or other equipment.
As this is a 'shared world', the DM also has a character that he'll play when
he gets the chance. Each session in a particular scenario is worth 1 000 xp
for the DM's character. If the DM's character levels up, he gets 5 000 gp worth of
magical equipment. This is completely independent of the activities of the
other players.
The Unlit World
The Unlit World is so named for its most obvious feature - the dimmed
light from this Prime Material Plane's sun. In fact, races that normally are
bothered by normal sunlight, only receive either half penalties while they
are in the sunlight, or reduces their penalties by one - whichever is higher.
So therefore, duergar are at -1 while on the surface world, while drow are at
-0.
Light and Dark
As is common on the Prime Material Planes, the various races allied themselves
with either the Light or the Dark. As is not so common, there was very
little Neutral ground - you were either with the Light, or with the Dark. There
were no neutrals.