I've been running a converted version of the Original Campaign from Neverwinter Nights 2. It's not really intended to be completely actuate to the game though. My player's decided to investigate the Blacklake Murders themselves without working with the Guard or the Thieves. Instead they almost attacked Deekin after spotting him, bribed the proprietor of a brothel for information, raided a smuggling den disguised as a Manor, and convinced a Cleric of Amaunator to help them sneak into the Manor of the last guy murdered while it was under heavy guard. Personally, I can't wait to get to the trial part, so I can bring up all the lawbreaking and questionable actions my players have engaged in during the scant in-game week.
My campaign is in my homebrew world that changes every 50 years and has a mud type system for all the 150+ rooms, and a tacticle area's for making large open areas to do quests when its not enough to just travel around the world you can just go through a portal to a open area or just imply that theres a open area off of the traveled roads, but this game implies its been 150 years of time in everquest but...
the game starts in the first expansion (of which now theres 3 expansions) and there 50 years of time each the world plays along with the players with something I call the 345 rule which is based on a rule of three that in the first expansion or 50 year milestone the world uses the 345 to times whatever the card the players use to describe their modifiers for a d20 roll for example a fighter could have +4 strength and a weapon proficiency of 3 with a longsword and the reason is they have a 2 cards that are level 4 and level 3 and they are played against the the world or who that part of it is in control of and then they are multiplied by 3 4 and 5 and the opponent uses like there ac which is there card and there half of a level so for example a level 6 monster with chain mail would have 9 ac so they would use the 345 modifier too so now there is a 3 part skill check and if the adventurer can figure out a way to beat the world then they automaticly succeed with whatever there trying to do like slay the monster by chopping off its head or such but the game is in trying to arrange their +7 attack bonus in a way that would make more points than the world would arrange there +9 bonus. because 345 could be arranged differently like player might say they get 5 4 3 the way they use it and if the world says you cant do it that way for some reason and that's true then the world will put it however makes it work for you to miss the monster.
so its fun to try and change the rule for the second 50 years and uses a 4 5 6 rule but in the current campaign I wanted to balance everything out so im going back to make it 5 5 5 so that it explains how to level up a crystal when a card reaches 5 5 5 instead of it making each card like one 5 would be kind of similar to how a strength modifier +5 and the next 5 would be weapon proficiency with longsword +5 and the 5 would be half of level 10 is +5 would be used in a basic attack against a monster. but instead of it being about that it puts other cards together instead of what strength modifier and what proficiency and half level it uses how many quests (three in the first 50 years) have been done, how many levels have been made (4 in the first 50 years), and how many lands have been discovered in the first 50 years( four ), and they are times'd by 3 for some reason, so then by the third expansion when the rule reaches 5,5,5 (because for each card that there is 3 parts of they can reach 5 through a rule any time they get 5 5 5 in one card they create a +1 in something I call a crystal which is like a synthesis of 3 things that can be used in some kind of new rule that they make up. which is like saying you finally get to the part in the story that the numbers turn into the story your creating
but it once again takes 3 expansions for the numbers that make the rule to lead up to it telling a story so it kind of has the same skill challenge as like attacking a monster but on a larger scale. Thus when a individual has gone from a skill check that uses +5 strength and +5 weapon proficiency longsword and +5 half of level to a card to make a rule that uses that plus in conjunction to make the other points in a 3 4 5 rule of 9 quests 12 levels and 15 lands that are just modifying there attacks that use those proficiencies then when they reach the last expansion of the rule that happens when theres 6 quests added to the +3 and if new people in that expansion had started at level 9 they would get 1 level for each new quest so they would be level 15 so +5 and there is still 15 lands so +5 so then the rule on a bigger scale creates a new +1 for something created by the story that all the rules gets put to use to figure out what is being created.
I know one thing, the Paladin is going to yell "Objection!", there will be a call for Trail by Combat by someone regardless of events, and the Rogue might try to assassinate the accuser. But if you mean what will initiate the trial, Garius Black, the diplomat from Luskan, will accuse the party of having massacred the village of Ember. Garius Black wants the shards of a Silver Sword of Gith from the party and he has a history with the party members. Now this isn't 100% accurate to the game, but the advantage of these players having never played the game is that I can use a walkthrough of it as an Adventure Module while easily modifying the situation to meet the party.
My campaign is in my homebrew world that changes every 50 years and has a mud type system for all the 150+ rooms, and a tacticle area's for making large open areas to do quests when its not enough to just travel around the world you can just go through a portal to a open area or just imply that theres a open area off of the traveled roads, but this game implies its been 150 years of time in everquest but...
the game starts in the first expansion (of which now theres 3 expansions) and there 50 years of time each the world plays along with the players with something I call the 345 rule which is based on a rule of three that in the first expansion or 50 year milestone the world uses the 345 to times whatever the card the players use to describe their modifiers for a d20 roll for example a fighter could have +4 strength and a weapon proficiency of 3 with a longsword and the reason is they have a 2 cards that are level 4 and level 3 and they are played against the the world or who that part of it is in control of and then they are multiplied by 3 4 and 5 and the opponent uses like there ac which is there card and there half of a level so for example a level 6 monster with chain mail would have 9 ac so they would use the 345 modifier too so now there is a 3 part skill check and if the adventurer can figure out a way to beat the world then they automaticly succeed with whatever there trying to do like slay the monster by chopping off its head or such but the game is in trying to arrange their +7 attack bonus in a way that would make more points than the world would arrange there +9 bonus. because 345 could be arranged differently like player might say they get 5 4 3 the way they use it and if the world says you cant do it that way for some reason and that's true then the world will put it however makes it work for you to miss the monster.
so its fun to try and change the rule for the second 50 years and uses a 4 5 6 rule but in the current campaign I wanted to balance everything out so im going back to make it 5 5 5 so that it explains how to level up a crystal when a card reaches 5 5 5 instead of it making each card like one 5 would be kind of similar to how a strength modifier +5 and the next 5 would be weapon proficiency with longsword +5 and the 5 would be half of level 10 is +5 would be used in a basic attack against a monster. but instead of it being about that it puts other cards together instead of what strength modifier and what proficiency and half level it uses how many quests (three in the first 50 years) have been done, how many levels have been made (4 in the first 50 years), and how many lands have been discovered in the first 50 years( four ), and they are times'd by 3 for some reason, so then by the third expansion when the rule reaches 5,5,5 (because for each card that there is 3 parts of they can reach 5 through a rule any time they get 5 5 5 in one card they create a +1 in something I call a crystal which is like a synthesis of 3 things that can be used in some kind of new rule that they make up. which is like saying you finally get to the part in the story that the numbers turn into the story your creating
but it once again takes 3 expansions for the numbers that make the rule to lead up to it telling a story so it kind of has the same skill challenge as like attacking a monster but on a larger scale. Thus when a individual has gone from a skill check that uses +5 strength and +5 weapon proficiency longsword and +5 half of level to a card to make a rule that uses that plus in conjunction to make the other points in a 3 4 5 rule of 9 quests 12 levels and 15 lands that are just modifying there attacks that use those proficiencies then when they reach the last expansion of the rule that happens when theres 6 quests added to the +3 and if new people in that expansion had started at level 9 they would get 1 level for each new quest so they would be level 15 so +5 and there is still 15 lands so +5 so then the rule on a bigger scale creates a new +1 for something created by the story that all the rules gets put to use to figure out what is being created.
in something I call a crystal which is like a synthesis of 3 things that can be used in some kind of new rule that they make up. which is like saying you finally get to the part in the story that the numbers turn into the story your creating
Okay kind confuseing but still is cool!
that's the part I was looking for because I feel its what the point of my campaign is to have people build their story its even tougher to explain all of that then how the numbers work to play it though.
_edit like a hour later_ but that is the plan to explain how people can build their own story and that is done by building a campaign where people can start in any part of the world with their own path through the three ages :)
Welcome to the HQ! you can post your campaign or tell about your sessions
I've been running a converted version of the Original Campaign from Neverwinter Nights 2. It's not really intended to be completely actuate to the game though. My player's decided to investigate the Blacklake Murders themselves without working with the Guard or the Thieves. Instead they almost attacked Deekin after spotting him, bribed the proprietor of a brothel for information, raided a smuggling den disguised as a Manor, and convinced a Cleric of Amaunator to help them sneak into the Manor of the last guy murdered while it was under heavy guard. Personally, I can't wait to get to the trial part, so I can bring up all the lawbreaking and questionable actions my players have engaged in during the scant in-game week.
Cool! How do you think the trial part will hapen?
My campaign is in my homebrew world that changes every 50 years and has a mud type system for all the 150+ rooms, and a tacticle area's for making large open areas to do quests when its not enough to just travel around the world you can just go through a portal to a open area or just imply that theres a open area off of the traveled roads, but this game implies its been 150 years of time in everquest but...
the game starts in the first expansion (of which now theres 3 expansions) and there 50 years of time each the world plays along with the players with something I call the 345 rule which is based on a rule of three that in the first expansion or 50 year milestone the world uses the 345 to times whatever the card the players use to describe their modifiers for a d20 roll for example a fighter could have +4 strength and a weapon proficiency of 3 with a longsword and the reason is they have a 2 cards that are level 4 and level 3 and they are played against the the world or who that part of it is in control of and then they are multiplied by 3 4 and 5 and the opponent uses like there ac which is there card and there half of a level so for example a level 6 monster with chain mail would have 9 ac so they would use the 345 modifier too so now there is a 3 part skill check and if the adventurer can figure out a way to beat the world then they automaticly succeed with whatever there trying to do like slay the monster by chopping off its head or such but the game is in trying to arrange their +7 attack bonus in a way that would make more points than the world would arrange there +9 bonus. because 345 could be arranged differently like player might say they get 5 4 3 the way they use it and if the world says you cant do it that way for some reason and that's true then the world will put it however makes it work for you to miss the monster.
so its fun to try and change the rule for the second 50 years and uses a 4 5 6 rule but in the current campaign I wanted to balance everything out so im going back to make it 5 5 5 so that it explains how to level up a crystal when a card reaches 5 5 5 instead of it making each card like one 5 would be kind of similar to how a strength modifier +5 and the next 5 would be weapon proficiency with longsword +5 and the 5 would be half of level 10 is +5 would be used in a basic attack against a monster. but instead of it being about that it puts other cards together instead of what strength modifier and what proficiency and half level it uses how many quests (three in the first 50 years) have been done, how many levels have been made (4 in the first 50 years), and how many lands have been discovered in the first 50 years( four ), and they are times'd by 3 for some reason, so then by the third expansion when the rule reaches 5,5,5 (because for each card that there is 3 parts of they can reach 5 through a rule any time they get 5 5 5 in one card they create a +1 in something I call a crystal which is like a synthesis of 3 things that can be used in some kind of new rule that they make up. which is like saying you finally get to the part in the story that the numbers turn into the story your creating
but it once again takes 3 expansions for the numbers that make the rule to lead up to it telling a story so it kind of has the same skill challenge as like attacking a monster but on a larger scale. Thus when a individual has gone from a skill check that uses +5 strength and +5 weapon proficiency longsword and +5 half of level to a card to make a rule that uses that plus in conjunction to make the other points in a 3 4 5 rule of 9 quests 12 levels and 15 lands that are just modifying there attacks that use those proficiencies then when they reach the last expansion of the rule that happens when theres 6 quests added to the +3 and if new people in that expansion had started at level 9 they would get 1 level for each new quest so they would be level 15 so +5 and there is still 15 lands so +5 so then the rule on a bigger scale creates a new +1 for something created by the story that all the rules gets put to use to figure out what is being created.
lol I hope that's not to confusing. but if not you can check out https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/30101-open-pbp-bizaroquest
and here is a good background on the story that the world starts out with https://storium.com/game/rule-online-forgive-the-lag/act-1/scene-1
I know one thing, the Paladin is going to yell "Objection!", there will be a call for Trail by Combat by someone regardless of events, and the Rogue might try to assassinate the accuser. But if you mean what will initiate the trial, Garius Black, the diplomat from Luskan, will accuse the party of having massacred the village of Ember. Garius Black wants the shards of a Silver Sword of Gith from the party and he has a history with the party members. Now this isn't 100% accurate to the game, but the advantage of these players having never played the game is that I can use a walkthrough of it as an Adventure Module while easily modifying the situation to meet the party.
Cool!I hope your players succeed!!
Okay kind confuseing but still is cool!
that's the part I was looking for because I feel its what the point of my campaign is to have people build their story its even tougher to explain all of that then how the numbers work to play it though.
_edit like a hour later_ but that is the plan to explain how people can build their own story and that is done by building a campaign where people can start in any part of the world with their own path through the three ages :)