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Difference between revisions of "DMs Only: Bonetown"
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+ | Jerry's Vision For Bonetown [July 2016] | ||
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+ | I don't view Bonetown as a city of criminals. Not at all. They just do not like government/rulers to the extreme, nor do they like anyone telling them what to do. It began with criminals and smuggling, etc. And yes it still has those elements. However, it is not "full of criminals." It might currently be a tick further along towards evil than the average town due to the smuggling and normally illegal enterprises. It is probably two ticks towards chaos and away from law. IF it was a city full of criminals and evil, there would likely be a constant battle for power due to the nature of evil. It is instead a culture adapted by its history and environment that are obsessed with personal freedom. No kings, town guard, or taxes for them. The town motto could be, "We can take care of ourselves." If some bully gang rises up, the townsfolk come out and take them down. And I'd like that very thing to happen every now and then in our modules, even as part of a "Scene 1 check on the town" scene. Some bullies are setting up a mob type protection racket. The party hears about it and moves to help. They arrive to see the town taking care of it. | ||
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+ | I'd like the party's influence of being good to move the town one tick towards goodness as we go along. And I would like some NPC younger groups to start up. There's no way a town can have a powerful and noteworthy group of adventurers in it without the youth idolizing them and wanting to do the same. A B story of two rival young groups that follow in the steps of our group where one shines and one has a harder time losing some members could be very interesting and help tie the group further to the town. | ||
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+ | [Between modules], please run a Scene 1 that has the party touch bases with all those they care about: NPC friends, businesses, orphanages, families, contacts, informants etc. that have entered the game over time. If we don't have those contacts [you can ask the players for help in making a list, etc.] we need to develop those. A good and heroic group needs to be reminded between adventurers who they fight for and why. It's not about gold and power alone. Those are tools to do more good. | ||
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+ | ==Overview and Official Stuff== | ||
+ | * [[DMs Only: DM_Overview_Bonetown|Overview of Bonetown]] | ||
+ | * [[DMs Only: Bonetown City Map|Bonetown City Map]] | ||
+ | * [[DMs Only: Bonetown Personalities|Bonetown Personalities]] | ||
+ | ===Past Modules (Finished Adventures)=== | ||
+ | * [[DMs Only: Module 1|Module 1]] First Watch | ||
+ | * [[DMs Only: Module 2|Module 2]] Blue Peter (this module was copied over onto [https://docs.google.com/document/d/1ywpPhX9ZRyxVmhESUuUdImh6NhuKfGRvFDyMQGlRU3Y/edit this location]) | ||
+ | * [[DMs Only: Module 3|Module 3]] Ship Shape | ||
+ | * [[DMs Only: Module 4|Module 4]] Lend a Captain a Hand | ||
+ | * [https://docs.google.com/document/d/12-12J9c-eGxgAZnx53MVhqMPjXYjvBE_ijwV0we0-k8/edit?usp=sharing Module 5] A Time For Justice | ||
+ | |||
+ | ==Unofficial and Unapproved: Use At Your Peril!== | ||
+ | * [[DMs Only: Campaign Map|Campaign Map]] | ||
+ | * [[DMs Only: Campaign Map - Sea|Campaign Map - Sea]] | ||
* [[DMs Only: Gwaed|Gwaed]] | * [[DMs Only: Gwaed|Gwaed]] | ||
* [[DMs Only: Tisbaga|Tisbaga]] | * [[DMs Only: Tisbaga|Tisbaga]] | ||
* [[DMs Only: Yuva|Yuva]] | * [[DMs Only: Yuva|Yuva]] | ||
* [[DMs Only: Nyumbani|Nyumbani]] | * [[DMs Only: Nyumbani|Nyumbani]] | ||
− | |||
* [[DMs Only: Campaign Traits|Campaign Traits]] | * [[DMs Only: Campaign Traits|Campaign Traits]] | ||
− | * [[DMs Only: Campaign | + | * [[DMs Only: Campaign Adventures]] |
− | + | ||
− | + |
Latest revision as of 09:51, 18 July 2016
Jerry's Vision For Bonetown [July 2016]
I don't view Bonetown as a city of criminals. Not at all. They just do not like government/rulers to the extreme, nor do they like anyone telling them what to do. It began with criminals and smuggling, etc. And yes it still has those elements. However, it is not "full of criminals." It might currently be a tick further along towards evil than the average town due to the smuggling and normally illegal enterprises. It is probably two ticks towards chaos and away from law. IF it was a city full of criminals and evil, there would likely be a constant battle for power due to the nature of evil. It is instead a culture adapted by its history and environment that are obsessed with personal freedom. No kings, town guard, or taxes for them. The town motto could be, "We can take care of ourselves." If some bully gang rises up, the townsfolk come out and take them down. And I'd like that very thing to happen every now and then in our modules, even as part of a "Scene 1 check on the town" scene. Some bullies are setting up a mob type protection racket. The party hears about it and moves to help. They arrive to see the town taking care of it.
I'd like the party's influence of being good to move the town one tick towards goodness as we go along. And I would like some NPC younger groups to start up. There's no way a town can have a powerful and noteworthy group of adventurers in it without the youth idolizing them and wanting to do the same. A B story of two rival young groups that follow in the steps of our group where one shines and one has a harder time losing some members could be very interesting and help tie the group further to the town.
[Between modules], please run a Scene 1 that has the party touch bases with all those they care about: NPC friends, businesses, orphanages, families, contacts, informants etc. that have entered the game over time. If we don't have those contacts [you can ask the players for help in making a list, etc.] we need to develop those. A good and heroic group needs to be reminded between adventurers who they fight for and why. It's not about gold and power alone. Those are tools to do more good.
Overview and Official Stuff
Past Modules (Finished Adventures)
- Module 1 First Watch
- Module 2 Blue Peter (this module was copied over onto this location)
- Module 3 Ship Shape
- Module 4 Lend a Captain a Hand
- Module 5 A Time For Justice