WoAdWriMo Musings

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Personal, RPGs

It’s been awhile since I’ve had time to sit down and write anything substantial for this blog and longer still since I’ve managed to do anything substantial regarding D&D. Awhile ago over at Treasure Tables Martin made a post spotlighting a little venture called WoAdWriMo or Worldwide Adventure Writing Month. It’s a simple basic idea riffing off of the popularity of NaNoWriMo, with the goal of writing a 32 page adventure during the month of June.

I’ve been contemplating starting up my campaign again, or at least moving into a pre-game planning stage so I’m ready to start it up in a few months, and the WoAdWriMo project offers me a convenient way to multitask my efforts at planning for my campaign as well as making something that other people might find useful. Of course how useful anyone might find what I do will vary — I see this little venture as a way to get back into my campaign setting, so whether someone else can make use of it will depend on how much room their game has to drop in a small-to-moderate sized slice of another game setting.

I’m pretty sure what I’m going to be doing is running the campaign, when it starts up again, out of the Iron Heroes rulebook. I like a lot of things Iron Heroes does — Plenty of skillpoints to balance out characters, dynamic combat utilizing the token system, armor as damage reduction, no dependency on magic items to balance the game… It’s much closer to what I really want for my campaign setting than core D&D is. That’s not to say I don’t have reservations about Iron Heroes — It’s a lot of extra effort to learn the new rules and make new NPCs in that, not to mention the extra bookkeeping that running any classed-NPCs would entail (regarding tokens, etc). Still, I think it’s a lot simpler to just run out of one book and keep the houseruling to a minimum, which is really the reason why I stopped the campaign in the first place last time. Rewriting D&D’s entire Magic system is just too drastic a change to spring on the other guys. In any case, since none of the Iron Heroes classes have magical abilities this really makes my life easier, since I can reserve Magic as the domain of powerful NPCs.

Back to WoAdWriMo — I’ve got a pretty good idea what I want to do for this. Starting up the campaign again with the Iron Heroes rules means either recreating or making new characters (I’m leaning towards insisting on new ones, but some could still work). That also means I need to have a basic adventure to introduce the players into the gameworld and the factions of the gameworld. I think I’ve got a pretty good idea of how to do this too — I was listening to one of the D&D Podcasts and Dave Noonan and Mike Mearls were talking about adventure ideas. The one I really like is the idea of hooking the players into the service of one NPC who then goes missing and everyone in the city eventually comes calling for him, leaving the PCs to deal with the trouble left in his wake. Although it’s pretty simple in concept, what I really like is how it introduces major factions to the PCs and also leaves conflict resolution entirely up to them. I think I’ll be lucky if I can keep this thing even remotely close to 30 pages.

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