I am working on a new campaign which will be my second ever home brew. The first was a one shot that went good. I just wanted to put my ideas out there and see what others had to say.
The campaign will be based of the comic Tower of God. I want to create a plane that is just a tower ruled by a trickster god who brings races to the tower every 10 years just for entertainment. The characters will be wiped of all memory at the start, so they only know name. They will have traits of there class and race but not know background. I was also toying with the thought of other gods in the realm who send characters to the tower for competition. I also thought that if everyone was sent by a god the god might have sent them with a sentient weapon that will not have any bonuses until later one, but might communicate with them at times or help in some way if I see fit.
If you do not know Tower of God check it out. It is basically a tower with tests on every level and the thought that you can reach the top and see the outside world. Each floor is the size of North America and consists of 3 sections, Outer section is the waiting area ( maybe a city, rooms that look like an apartment or just some topography) the middle section is where the test is held. The inner section is how you go to the next level. You have to pass the test in each floor to move on.
Any tips, ideas, thoughts are greatly appreciated!
Sounds a lot like the tower in Sword Art Online too. Kind of reminds me of an old video game too. Seems legit.
Anyways, just some thoughts on races with amnesia. A large part of different race bonuses are actually the culture of said races, rather than something innately biological. Like with dwarves - their extra proficiencies and skill knowledge is the direct result of their crafts culture - even the Stamina bonus is a reflection more of their training and patience while crafting and training than it is about biology. Much the same with gnomes and elves - much of it is their cultural leanings rather than biology. You might want to put in some thoughts about how someone with no memory has cultural affinities. Same thing with background really - there's a number of abilities and skills and the like that are literally drawn from your previous experiences. That deserves some thought and tweaks.
On to the actual story. So, if you're going to be climbing the tower to the top, you might want to consider some rival adventurer parties. Or traveling merchants, etc, with the same goals as the PCs. The tower format makes it so that you don't get to keep any consistent NPCs. Everyone's new for the current floor, and then you leave them behind. Makes it a bit difficult to have recurring antagonists or allies unless they're also traveling upwards. Imagine a five party of the usual adventurers - paladin, rogue, cleric, wizard, ranger, but they're actually a traveling healer, merchant, blacksmith, alchemist and herbalist respectively. They happen to have fighting skills, but have subclasses and ideas towards crafting and support roles?
As a quirk, how about a 20 floor tower, and as you rise to the next floor, you gain a level? Or a 100 floor tower, and a level every 5 floors? Something like that?
Thanks for the imput. Most of the ideas you have I have thought about. The amnesia would basically be of who they were, one character wants to be a pirate so he may have some abilities some where in the brain that say allow him to crew a ship.
SAOW, similar. Tower of God has several groups that climb the tower together. 0 floor is a test to enter the tower and build a reason for the character to climb. 1st floor will be a battle off 200 narrowed down to 40 or 80 at which point teams of 4 are created to assend the tower together.
I was also kicking around the leveling idea like you said about floors.
I am excited to run my own campaign, I have run several pre mades in the past but first big homebrew
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I am working on a new campaign which will be my second ever home brew. The first was a one shot that went good. I just wanted to put my ideas out there and see what others had to say.
The campaign will be based of the comic Tower of God. I want to create a plane that is just a tower ruled by a trickster god who brings races to the tower every 10 years just for entertainment. The characters will be wiped of all memory at the start, so they only know name. They will have traits of there class and race but not know background. I was also toying with the thought of other gods in the realm who send characters to the tower for competition. I also thought that if everyone was sent by a god the god might have sent them with a sentient weapon that will not have any bonuses until later one, but might communicate with them at times or help in some way if I see fit.
If you do not know Tower of God check it out. It is basically a tower with tests on every level and the thought that you can reach the top and see the outside world. Each floor is the size of North America and consists of 3 sections, Outer section is the waiting area ( maybe a city, rooms that look like an apartment or just some topography) the middle section is where the test is held. The inner section is how you go to the next level. You have to pass the test in each floor to move on.
Any tips, ideas, thoughts are greatly appreciated!
Thanks all
Sounds a lot like the tower in Sword Art Online too. Kind of reminds me of an old video game too. Seems legit.
Anyways, just some thoughts on races with amnesia. A large part of different race bonuses are actually the culture of said races, rather than something innately biological. Like with dwarves - their extra proficiencies and skill knowledge is the direct result of their crafts culture - even the Stamina bonus is a reflection more of their training and patience while crafting and training than it is about biology. Much the same with gnomes and elves - much of it is their cultural leanings rather than biology. You might want to put in some thoughts about how someone with no memory has cultural affinities. Same thing with background really - there's a number of abilities and skills and the like that are literally drawn from your previous experiences. That deserves some thought and tweaks.
On to the actual story. So, if you're going to be climbing the tower to the top, you might want to consider some rival adventurer parties. Or traveling merchants, etc, with the same goals as the PCs. The tower format makes it so that you don't get to keep any consistent NPCs. Everyone's new for the current floor, and then you leave them behind. Makes it a bit difficult to have recurring antagonists or allies unless they're also traveling upwards. Imagine a five party of the usual adventurers - paladin, rogue, cleric, wizard, ranger, but they're actually a traveling healer, merchant, blacksmith, alchemist and herbalist respectively. They happen to have fighting skills, but have subclasses and ideas towards crafting and support roles?
As a quirk, how about a 20 floor tower, and as you rise to the next floor, you gain a level? Or a 100 floor tower, and a level every 5 floors? Something like that?
Thanks for the imput. Most of the ideas you have I have thought about. The amnesia would basically be of who they were, one character wants to be a pirate so he may have some abilities some where in the brain that say allow him to crew a ship.
SAOW, similar. Tower of God has several groups that climb the tower together. 0 floor is a test to enter the tower and build a reason for the character to climb. 1st floor will be a battle off 200 narrowed down to 40 or 80 at which point teams of 4 are created to assend the tower together.
I was also kicking around the leveling idea like you said about floors.
I am excited to run my own campaign, I have run several pre mades in the past but first big homebrew