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I also posted the same thread on a dedicated D&D forum in order to get feedback. Result after two days: 0 comments and 26 views. And now it´s on page 2 where nobody will see it anymore. LMAO!
How strict do you intend to be about enforcing DnD rules?

Will players need to be familiar with 3rd edition? Or have DnD experience, for that matter.

I suppose I'm curious about the logistics of the game and how hands-on you intend to be, vs how much freedom players will have.


I could also run the mini-campaign with 3rd GURPS rules but then almost nobody would show up. 3rd D&D rules are the ones I am most familiar with. Newcomers don´t need to know the engine of the game system.
I am going in a couple of months to a RPG event which lasts three days. This thread is supposed to gauge, if my idea for a mini-campaign is good enough to attract a couple of players. So here we go with my elevator pitch:
The action will unfold in the region known as Icewind Dale though the time of the scenarios will unfold during the reign of the Netherese. Furthermore the major factions providing adventure hooks will be these three:

1. Humans
Several thousand settlers have caught the gold rush bug and intend to claim territory in the Icewind Dale. They are disenchanted with the way the Arcanists (Archwizards of Netheril) run society so they are set to explore greener pastures. Frontier villages of the humans will be relative new as the players will witness colonization first-hand.

2. Frostlings
This race is related to the goblins and they have greyish skin and blue eyes. They are a hardy bunch and are indigenous to the Icewind Dale. Frostlings have formed close bonds with arctic creatures and call upon them for aid when the going gets tough. This faction has been inspired by the video game Age of Wonders Part 1.

3. Amazons
These mysterious warrior women hail from a continent located somewhere in the Sea of Moving Ice. They are known for their ferocity in combat, beauty and longevity.

Player characters:
All player characters will be humans and part of the settlers. They will either have families with them or relatives for whom they will be responsible for. This means we will have a motivation for them to stick around.

Adventure hooks:
Most of the adventure hooks will involve around the clashing of cultures between the Humans and the Frostlings but there will also be opportunities to explore the countryside. The approach of the humans is to tame the land and that of the Frostlings is to live with the land in harmony. To spice things up there will be a few incidents to have encounters with the Amazons. This faction is a blend of Elves and Barbarians and thus replace them in this customized campaign.

Gaming material:
A few concepts will be taken from the D&D publication of Rime of the Frostmaiden (2020). In such cases the contents will be slightly altered so that players who are familiar with those will still be able to have new experiences.

Gods:
Available gods will be those from the D&D supplement Netheril -Empire of Magic- with the addition of Auril. You can´t have a proper Icewind Dale experience without having her on board but she will have a more neutral bent on things as the idea of turning Icewind Dale into a post-apocalyptic winter desert as featured in the official adventure module is not the smartest move for a goddess because her worshippers will perish too.

Game engine:
D&D rules from third edition will be used.

What do you think of this idea for a mini-campaign? Hit or miss?
@80s Hair what do you think?


I think a realistic WW 2 RPG campaign is difficult to sell to people on a standard RPG forum. You might have better luck asking people who play the Bolt Action tabletop game to join in. This has nothing to do with the quality of your campaign but the tastes of the majority of roleplayers nowadays. I tried in the last months to win over people for a GURPS scenario (Outbreak of a Zombie Apocalypse) and nobody had any interest despite the Walking Dead series being now mainstream.
Will there be hippies in the 40s?

youtube.com/watch?v=TzsNh3-FnHQ
Three questions:

- Where are the German zombies?
- Where are the German UFOs?
- Where is the lab in which German scientists developed the Super Serum (SS)?
I am reviving this thread with the intention of doing a sequel to the "Jungle Hike" scenario which has been posted above. This would mean in-silico roleplay. A very short summary of the previous scenario follows:

Six G.I.s (five humans and one ork) survive a helicopter crash in enemy territory. They need to march 60 miles through more or less dense jungle vegetation including hills and mountains to reach the safety of the next American military outpost.

Sequel:
Title: R&R in Saigon
Description: The characters are recovering from their ordeal of walking through enemy lines. So they enjoy sight-seeing in Saigon. Though despite being on vacation they can´t rest too easily as trouble finds them even in such a more or less "safe region".

Note:
I have never done online roleplay before so what do you think is the best approach:

1. Write the ENTIRE story beforehand and make notes where players are to be involved and where they can choose more or less the path to change/affect the plot?

2. Advance the plot on a weekly basis?
Guidelines:

- Villain needs to be bigger than the hero on the comic cover.
- Female heroes/villains need to have the most common superpower.
- At the end of the scenario there needs to be a moral of the story.
- Heroes need to have dependents like sidekicks, love interests or employees.
- No blood spatters but instead sound bubbles like "Poof", "BAF", "OOF" and so on.
- Villains need to be crooked.
- Villains need to do their villain monologue in order to explain their motivation to the reader.
- No swearing or cursing. Or use another word for a swear like "Frak" is used in Battlestar Galactica.
A gritty medieval setting with mercs? The Swedish mercs of the Thirty Years´ War (1618-1648) come to mind. They had a signature move: Forcing peasants to drink slurry by inserting a wooden log into their mouth. Much fun was to be had this way though not necessarily for the peasants.
Just my two cents:

If a scenario or campaign is too lethal players will act like dead men walking. They won´t be careful as chances of survival are slim anyway and even the best plan won´t ensure that they end up in one piece. So most likely they will act in a gung-ho manner which might be detrimental to the tone of the game.
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