Post by ltlconf on Oct 28, 2006 10:08:27 GMT -5
Hello Folks,
Having now finished our campaign, It is my humble turn to run a campaign. I have decided to run a Nyambe campaign. However I've decided to change a few aspects of the setting. Blame Saunders, as I just got done reading his new release of the Imaro books. So for all below, blame my love of sword and sorcery genre and Imaro.
We use a slightly modified version of the Conan OGL RPGs combat system already and it's proved a rousing sucess. Though pretty viscious it does allow creative use of the shield, dodges and gives light armor a real use, thus making the lightly armed Nyambe warriors real threats to heavier opponents. They can dodge much better then tack on a couple of good feats and a little smart tactics... Also a single blow can end a fight so a spear is deadly weapon!
I've also decided to monkey with the magic system using aspects of the Black Company system to make it a little less mechanical and more organic. Oracles I'll leave alone as that is sufficient and really overall it'll be a meld. As I'm putting the effort into the map and tribal changes (so the gals and guys can start working on character concepts now) I'll be getting to this later if ya'll have questions. Magic will no longer be "fire from the hip" and involve real preparation, but when mastered (and the PC has the strength) truly colorful, powerful and flexiable. Healing will be less powerful and involve contested rolls for diseases and infections, but this means that heroes must think about picking fights and disease is a even greater fear.
Think The Serpent and the Rainbow for how it all looks.
Yeah it was not particularly accurate concerning vodoun, but it's what the players think of, and the duel at the end was pretty cool you gotta admit!
Seeing that what I love is the setting I've decided to add to it rather than create a new one. Nyambe is big but now I want to fill in the empty spots with new folks. So I'm adding several new cultures both as both PC and NPC cultures. For this I'm using the Conan system again as it truly fleshes out the different nations with advantages and disadvantages, quirks, feats and cultureal predilictions (all the tribes will get such make-overs). Kinda like demihumans really, so to make these still unique they'll get some added features. Nothing particularly powerful but they will give them flavor.
I'm going to scale back some of the MM monsters in favor of wildlife being scaled up to be truly a threat as they should be (come on, would even Michael Clarke Duncan want to wrestle a grown lion?) so the players are worried about being in the bush alone. Also we'll be throwing in alot more magical critters such as African undead and were critters, but the natural critters will be the "everyday" threat. I shudder to think what a gang of a half hundred baboons could do if pointed in the right direction and royally pissed! Also added will be "Things Man Was Not Meant To Know." I love this aspect of the novels and Africa has always been a place for such stories so...
Also I've decided to also put it in a wider world that's a little better defined and bring more conflict to Nyambe.
For one, Imaro showed that slavery can be done in the setting without being cliche' or condenscending, and is best if handled matter-of-factly as Saunders did. Sure Imaro found it hateful and no punches pulled on what being a slave was like, but Imaro wasn't going to change the world and he knew it. To that end I'm again dipping into Black Company and Conan to bring in this distasteful aspect and help me handle it rules wise. However most tribes do not practice it, being limited mainly to the urban coastal cities and large kingdoms. I feel this is fairly rational as any large civilization needs a vast unskilled and skilled work force (everything is muscle power and handcraft). Sooner or later it's bound to happen so I went ahead and did it. How the players deal with it will depend on them. After all I'm also getting rid of alignments so they are on their own! I will use a system codes of honor and loyalties to reign them in somewhat however, so running amock will have repercussions in the end.
Next I've added more off-shore islands and a "European" outpost on one of these archipegelos to stir the pot. They are intersested only in trade as a Medieval European society has little need for slaves. The are also interested in not being out-manuevered by the competition of the Near East. By any means...
The orcish slave raids are still on, but I've also added that the Near Easterners are also buying slaves for use as mamluks. For the former I'm using the Orcs of Sovereign Stone RPG as these are a civilized maritime race that could pull these raids off and are ready made. I've created a loose world with lands arching around Nyambe and Nyambe now known to all. However Nyambans know little of this world and are unprepared to deal with it. Thus a "rush" has started to gain trade advantages by the foreigners. Fortunately the foreign lands are still too distant for colonization to be practical but explorers and diplomats have began to be sights in the coastal cities. When they go inland they often die like flies so colonization no matter what is far off.
Needless to say this is a conflict ridden place, and then I throw in evil sorcerors, "Things Man Was Not Meant To Know" and no alignments. So you can see I'm taking a Sword and Sorcery route. Yeup, blame Imaro.
Having now finished our campaign, It is my humble turn to run a campaign. I have decided to run a Nyambe campaign. However I've decided to change a few aspects of the setting. Blame Saunders, as I just got done reading his new release of the Imaro books. So for all below, blame my love of sword and sorcery genre and Imaro.
We use a slightly modified version of the Conan OGL RPGs combat system already and it's proved a rousing sucess. Though pretty viscious it does allow creative use of the shield, dodges and gives light armor a real use, thus making the lightly armed Nyambe warriors real threats to heavier opponents. They can dodge much better then tack on a couple of good feats and a little smart tactics... Also a single blow can end a fight so a spear is deadly weapon!
I've also decided to monkey with the magic system using aspects of the Black Company system to make it a little less mechanical and more organic. Oracles I'll leave alone as that is sufficient and really overall it'll be a meld. As I'm putting the effort into the map and tribal changes (so the gals and guys can start working on character concepts now) I'll be getting to this later if ya'll have questions. Magic will no longer be "fire from the hip" and involve real preparation, but when mastered (and the PC has the strength) truly colorful, powerful and flexiable. Healing will be less powerful and involve contested rolls for diseases and infections, but this means that heroes must think about picking fights and disease is a even greater fear.
Think The Serpent and the Rainbow for how it all looks.
Yeah it was not particularly accurate concerning vodoun, but it's what the players think of, and the duel at the end was pretty cool you gotta admit!
Seeing that what I love is the setting I've decided to add to it rather than create a new one. Nyambe is big but now I want to fill in the empty spots with new folks. So I'm adding several new cultures both as both PC and NPC cultures. For this I'm using the Conan system again as it truly fleshes out the different nations with advantages and disadvantages, quirks, feats and cultureal predilictions (all the tribes will get such make-overs). Kinda like demihumans really, so to make these still unique they'll get some added features. Nothing particularly powerful but they will give them flavor.
I'm going to scale back some of the MM monsters in favor of wildlife being scaled up to be truly a threat as they should be (come on, would even Michael Clarke Duncan want to wrestle a grown lion?) so the players are worried about being in the bush alone. Also we'll be throwing in alot more magical critters such as African undead and were critters, but the natural critters will be the "everyday" threat. I shudder to think what a gang of a half hundred baboons could do if pointed in the right direction and royally pissed! Also added will be "Things Man Was Not Meant To Know." I love this aspect of the novels and Africa has always been a place for such stories so...
Also I've decided to also put it in a wider world that's a little better defined and bring more conflict to Nyambe.
For one, Imaro showed that slavery can be done in the setting without being cliche' or condenscending, and is best if handled matter-of-factly as Saunders did. Sure Imaro found it hateful and no punches pulled on what being a slave was like, but Imaro wasn't going to change the world and he knew it. To that end I'm again dipping into Black Company and Conan to bring in this distasteful aspect and help me handle it rules wise. However most tribes do not practice it, being limited mainly to the urban coastal cities and large kingdoms. I feel this is fairly rational as any large civilization needs a vast unskilled and skilled work force (everything is muscle power and handcraft). Sooner or later it's bound to happen so I went ahead and did it. How the players deal with it will depend on them. After all I'm also getting rid of alignments so they are on their own! I will use a system codes of honor and loyalties to reign them in somewhat however, so running amock will have repercussions in the end.
Next I've added more off-shore islands and a "European" outpost on one of these archipegelos to stir the pot. They are intersested only in trade as a Medieval European society has little need for slaves. The are also interested in not being out-manuevered by the competition of the Near East. By any means...
The orcish slave raids are still on, but I've also added that the Near Easterners are also buying slaves for use as mamluks. For the former I'm using the Orcs of Sovereign Stone RPG as these are a civilized maritime race that could pull these raids off and are ready made. I've created a loose world with lands arching around Nyambe and Nyambe now known to all. However Nyambans know little of this world and are unprepared to deal with it. Thus a "rush" has started to gain trade advantages by the foreigners. Fortunately the foreign lands are still too distant for colonization to be practical but explorers and diplomats have began to be sights in the coastal cities. When they go inland they often die like flies so colonization no matter what is far off.
Needless to say this is a conflict ridden place, and then I throw in evil sorcerors, "Things Man Was Not Meant To Know" and no alignments. So you can see I'm taking a Sword and Sorcery route. Yeup, blame Imaro.