A Campaign Concept

Henrik Lawaetz henrik.lawaetz at MEDTRONIC.COM
Wed May 13 11:24:18 CEST 1998

I've modified P&P rules extensively for my own use - Richard Snider would
not recognize much.

Players are veteran FRPG players - but completely unfamiliar with P&P and
Perilous Lands setting. I do NOT allow players to read or otehrwise study
any P&P material other than that which I specifically prepare for them.

Players info:
Skill list. General verbal description of any skill on demand. More details
if they learn a particular skill.
Combat: Movement basics, Combat table use, Weapon/Shield EL use.
Magic/Wizards: Base success chance, How to cast spells, incl. mana
allocation in Combat situations. Complete spell list for their alignment,
incl. general description on demand, printout details of any spells known.

I (the GM) handle all experence/expertise stuff.

1. Rules Stuff.
No rules discussions; No rules lawyering/abuse (at least not at first);
Weak game point averted - I simply ignore rules and stuff I do not like.
Players get to concentrate on the scenarios/adventures offered, rather than
focus on "how the hell do I create a situation where I can use the "Slay
the Tame" spell in a meaningful manner so that I may gain experience...

2. Player Uncertainty.
The only way to create the mystery and flair of a fantasy setting is - as I
see it  - to create uncertainty in the minds of the players. Players who do
not know any of the parameters for, say, a P&P troll are worried or even
AFRAID what it might do. Players who've studied P&P Book 3 less so.
Similarly, the "Natural Magic" herbs etc. is a lot more fun if you do not
have access to Book 4.

3.      Character Generation.
With players not able to optimize their characters, this creates more
balance. They won't be calcualting to see how much multiplier is necessary
to get SB to +3.

4. Abyssmal Failure (and similar stuff)
Although I've kept the basic concept, I've created a much less severe
Abyssmal failure tables. However, all the players know is that there is a
good chance that spells go wrong, and that the effects are not positive.
However, the main thing is that the players uncertainty of what might occur
is the main element in discouraging over-ambitioous magic use.

I've tried this before, with great success. This is essentially a relaunch
of my old P&P campaign with new players and (I hope) improved game system.

Has anyone else tried something similar?

I hope to find time to chronicle the events and post it to the list (or to
Wout's site???). We'll see.

Yours, Henrik

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