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  1. - Top - End - #1
    Dwarf in the Playground
     
    RedKnightGirl

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    Default Portal fantasy campaign idea

    On my free time, I made a homebrew background for 5e that I called Displaced, as in the link below:

    https://docs.google.com/document/d/1...n9hUs9Saj-4H0c

    I was wondering how to set the campaign up. Based on the link I’ve provided, do you have any advice?

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    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Portal fantasy campaign idea

    How many players? That would change my campaign ideas drastically. Solo? 2? 4? Drop in drop out 3-8 a week?

    Is it possible that a displaced could end up in this world intentionally? I'm thinking of a failed time travel experiment that instead launched them into this world instead. It could open up possibilities to 'almost' blend in if they were aiming for medieval Earth.

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    Default Re: Portal fantasy campaign idea

    Is there any way that you could post the information on here? For some of us (myself included), it makes it more accessible.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  4. - Top - End - #4
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by Man_Over_Game View Post
    Is there any way that you could post the information on here? For some of us (myself included), it makes it more accessible.
    Displaced

    You don’t belong in this world. You come from an alien realm where magic doesn’t exist, technology is far more advanced, and the adventures you now face are confined only to fiction. You don’t know why you were brought here, but you are trying to make the best of a perplexing situation.

    Consider how long you have been here, and how you have managed to procure the powers associated with your class since arriving. Have you been stuck here for years, learning the art of some class as a way to survive? Did you appear not only in an unfamiliar place but also in an unfamiliar body, maybe of some inhuman race that doesn’t exist in your own world, which comes with instinctual powers and talents that you’re still learning to command? Also think about your previous life, what skills it would have taught you, and how those now apply to your new life.



    Background Features
    Skill Proficiencies: Choose any 2 except for Arcana, History, or Religion
    Tool Proficiencies: Choose any 1 of the following: any artisan’s tools besides Alchemist’s Supplies, any musical instrument, or any gaming set
    Equipment: A mobile phone with 0% battery, a wallet with a dozen banknotes of a currency not accepted in this world, a ring of keys, a set of strange clothes, and a pouch of 10 GP.

    Feature: Modern Knowledge
    While you came into this unfamiliar world without a copper piece to your name, the advanced knowledge you brought with you has given you something of value to offer. You are well-versed in a field that is farther advanced in your original world than the world you are in now. It could be medicine, mathematics, engineering, craftsmanship, or anything else that makes sense for your character.

    In order to secure a life for yourself, you contributed this knowledge to some organization that it was relevant to. For example, you might have taught a university the secrets of calculus, or instructed a blacksmith’s guild in how to make a stronger steel. The organization considers themselves indebted to you for you contribution, and are willing to support you (but only you) at a modest lifestyle. They consider you a member of their organization, although you may have to pay monthly dues to gain the full benefits of membership.

    This anachronistic knowledge that you’ve introduced may cause a disruption in the world and its balance of power. Discuss with your DM what impact your knowledge has on the world now that it has been introduced, if any.



    “I’ve Read the Handbook!”
    Because Displaced characters are implied to have come from modern-day Earth, there’s a chance that they may have played Dungeons & Dragons as a game. This could potentially serve as a justification for the character to know things about game mechanics and monsters that would otherwise seem like metagaming. Make sure the DM is comfortable with your character having this sort of knowledge in-game before characterizing them that way.

    Suggested Characteristics
    Displaced characters are strangers in a strange land, stuck in a place where everything they thought was fictional is now real. They might see this as a call of action to become a protagonist like in all the stories they grew up with, or they may only care about making it out of these adventures alive. Either way, they are defined by a culture that those around them can’t come close to relating to.

    Personality Traits
    1: I’m taking this predicament as a chance to reinvent myself and be a better, stronger person.
    2: I have trouble pronouncing all these weird fantasy names.
    3: Back home I was nobody, so I’m amazed whenever I pull off something crazy and heroic.
    4: When someone asks me where I’m from, I tell the truth. They never believe me.
    5: I frequently make pop culture references that no one else understands.
    6: I channel my favorite fictional hero in battle to give myself courage.
    7: Since I’m clearly the protagonist of an isekai anime, I frequently flirt with the natives to get my harem started.
    8: I hate camping.

    Ideals
    1: Heroism. Now that I have the power to be a hero, I want to use it for good. (GOOD)
    2: Fun. While I’m here, might as well explore and go on crazy adventures. (CHAOTIC)
    3: Domination. With my modern mind and technology, I could bring this barbaric world to its knees. (EVIL)
    4: Discovery. The mysteries of this new world never cease to amaze me. (ANY)
    5: Progression. This place has some backwards attitudes and political systems, and I intend to bring everyone up to my modern standards. (LAWFUL)
    6: Safety. I simply don’t want to die. (NEUTRAL)

    Bonds
    1: I will do whatever it takes to get back home.
    2: I try my best to be a representative for my world that my people could be proud of.
    3: Magic fascinates me, and I want to understand how it works, maybe even scientifically.
    4: I want to build a life for myself that is as comfortable as what I used to have.
    5: The friends I’ve made in this world mean more to me than the ones I had back home.
    6: I owe my life to the kind people who took me in after I arrived in this world.

    Flaws
    1: I cower in the face of real danger.
    2: I’m convinced that I’m delusional, and that nothing I do in this world really matters.
    3: I don’t know how to research anything without the help of the internet.
    4: I make up stories about who I am and where I’m from to avoid questioning, and I’ve lost track of my lies.
    5: My survival instincts leave much to be desired.
    6: I haven’t adjusted to the lower standard of living in this world well, and I’m easily won over by the promise of luxuries.



    That's a copy paste of his document.
    Last edited by Galithar; 2019-05-10 at 05:02 PM.

  5. - Top - End - #5
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    Man_Over_Game's Avatar

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    Default Re: Portal fantasy campaign idea

    Thanks a bunch, Galithar!

    There's a few options that you could do for a campaign like that:

    • A race of creatures is planning a hostile takeover. Rather than attacking and losing people, their strategy is simply to move all the opposition somewhere else. Their new homeworld is the recently conquered Earth, and they have big plans for the magical realm of Faerun in the near future.
    • Magical pollution is causing mayhem in the universe, even seeping into non-magical worlds. Worlds with magic are being overly magical, with monsters and portals doing bizarre things. Rumors say it has something to do with Mystra and the divine realm.
    • Earth and Faerun were once one world, separated in an attempt to encourage the growth of humans. When humans started becoming the dominant species on both worlds, the magic keeping the worlds apart began to break.
    • Something-Something-Portals.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  6. - Top - End - #6
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    RedKnightGirl

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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by Galithar View Post
    How many players? That would change my campaign ideas drastically. Solo? 2? 4? Drop in drop out 3-8 a week?

    Is it possible that a displaced could end up in this world intentionally? I'm thinking of a failed time travel experiment that instead launched them into this world instead. It could open up possibilities to 'almost' blend in if they were aiming for medieval Earth.
    My idea was a group of 4-6; only the main protagonist would be Displaced.

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    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by HamsterKun View Post
    My idea was a group of 4-6; only the main protagonist would be Displaced.
    I advise against that. If the idea of being displaced is central to the campaign everyone needs to be. One player should never be 'the main protagonist' unless everyone is okay with that. I would clear it with the group before even starting to plan because most people don't want to just be a secondary character to the one guy that actually matters.
    Last edited by Galithar; 2019-05-10 at 05:57 PM.

  8. - Top - End - #8
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    RedKnightGirl

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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by Galithar View Post
    I advise against that. If the idea of being displaced is central to the campaign everyone needs to be. One player should never be 'the main protagonist' unless everyone is okay with that. I would clear it with the group before even starting to plan because most people don't want to just be a secondary character to the one guy that actually matters.
    Don’t worry, I keep it ensemble among the party, albeit with a little emphasis on the protagonist.
    Last edited by HamsterKun; 2019-05-10 at 06:08 PM.

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    Barbarian in the Playground
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    Default Re: Portal fantasy campaign idea

    I think you're on the right track with regards to statting out the 'Earthling' PCs. I'm currently running a campaign with a somewhat similar concept. A mysterious school of magic has reappeared, four thousand years after it vanished, and begun summoning students to itself (from many other planes of existence).

    The players had the choice of creating characters from any plane (in my overarching campaign setting), including Earth, Toril, Eberron, and others, with appropriate background traits. For example, an Earth PC might have proficiency in rifles, research, and computers, but not swords, alchemy, or arcana.



    However, I think it's an extremely bad idea to designate one PC as 'the protagonist' even if you envision some sort of ensemble game. What if two players want to be the central character? What if nobody wants to be the main focus of the campaign? What happens if that PC dies, or the player quits? What if they make a decision that changes the plot significantly? What if another character is more active and interesting, and takes the spotlight? My advice would be: give your players a choice. If three players want to be Earthlings, then by all means, let them. If nobody wants to be an Earthling, this concept isn't grabbing their imagination, so switch campaigns completely!

    Be very, very wary of attaching plot importance to a specific PC (as in, don't do it!), especially before the game even starts! As a DM, you might have an overarching idea of where you want the story to lead, but the players are under no obligation to follow your plot threads the way you intend them to. Make sure you're ready to adapt and improvise as the players' stories unfold.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

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    RedKnightGirl

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    Default Re: Portal fantasy campaign idea

    I see. What I was thinking of was where the Displaced PC was summoned to Toril in order to fulfill a prophecy of some sort.

    Show me your heart...
    I see...you have the pure heart that I seek.
    You may not realize it just yet, but it will all make sense soon enough.
    The prophecy shall be fulfilled...

  11. - Top - End - #11
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by HamsterKun View Post
    I see. What I was thinking of was where the Displaced PC was summoned to Toril in order to fulfill a prophecy of some sort.

    Show me your heart...
    I see...you have the pure heart that I seek.
    You may not realize it just yet, but it will all make sense soon enough.
    The prophecy shall be fulfilled...
    That's great for a solo game, or a CRPG where there's only one player. If you want to do the 'from Earth' thing you may try looking at something like Stranger from Sword City (a JRPG) in which there is a guild of adventurers that are all from Earth. They have enhanced abilities in this world and name the perfect army to stop the onslaught of monsters. (Super quick summation of the basic principle)

  12. - Top - End - #12
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    RedKnightGirl

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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by Galithar View Post
    That's great for a solo game, or a CRPG where there's only one player. If you want to do the 'from Earth' thing you may try looking at something like Stranger from Sword City (a JRPG) in which there is a guild of adventurers that are all from Earth. They have enhanced abilities in this world and name the perfect army to stop the onslaught of monsters. (Super quick summation of the basic principle)
    I forgot to add, the Displaced PC would have to start at Lv1, while his allies start at Lv3-5, so he’s kind of forced to start behind the starting line so as not to draw ALL the attention onto him.

  13. - Top - End - #13
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Portal fantasy campaign idea

    That makes it worse in my eyes... It's like playing Frodo in the LotR. You're basically a commoner, and even though the story is all about what you're doing the only impact you truly have is being there. Then once they catch up to the rest in level it's just like they started at the same level. It can work, but I again would advise against trying to make someone the main character in a joint cooperative game.

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    Barbarian in the Playground
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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by HamsterKun View Post
    I forgot to add, the Displaced PC would have to start at Lv1, while his allies start at Lv3-5, so he’s kind of forced to start behind the starting line so as not to draw ALL the attention onto him.
    Please, I beg of you, don't do this. Starting one player underlevelled draws more attention to them, not less. Battle plans would have to focus on having one character who's less competent, but more 'important', and must be protected. If your concept for 'token Earthling' is 'incompetent in battle, wants to go home to Earth', make them a CR 1/4 NPC for the party to escort. At that point, they're basically a MacGuffin anyway.

    If you have a group of players that you want to run this for, give them the opportunity to choose whether or not they want to play this kind of campaign, and be honest and upfront about your own goals and plot ideas. This sounds like it could become very linear, with a heavy plot thread dragging the party along, and many players will resent that.



    Linear campaigns require player buy-in. They have to want to experience your story. They have to want to follow the plot and not wander off or improvise too extensively. Don't try to force unwilling players into a carefully scripted story.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

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    RedKnightGirl

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    Default Re: Portal fantasy campaign idea

    Okay, I dump the idea of making the Displaced the main protagonist; it probably wouldn’t go right come to think of it. Thank you for your advice.

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    Barbarian in the Playground
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    Default Re: Portal fantasy campaign idea

    I hope you post about your campaign when you run it! I really enjoy the possible interactions between 'modern Earth' and more traditional D&D settings. There's lots of potential for interesting stories and fun characters. Good luck!

    These are some thoughts I had when designing characters for my own campaign. I hope there's some stuff in here you can use.

    Earth Humans:
    School instead of Trade/Vocational training:
    How old are they? Did they pursue higher education?
    Earth PCs would probably have much better general knowledge of science, and understanding of research methodology than Toril PCs.
    Earth PCs would be better/more accustomed to reading and writing (but more used to typing than handwriting?).
    Earth PCs would have far better grasp of mathematics than the vast majority of Toril PCs.



    It would be highly unusual (and require significant backstory support) for an Earth PC to have traditional D&D weapon proficiencies. Ideas:
    Martial arts might teach dagger, club, and quarterstaff quite frequently. Short sword, longsword or other martial weapons would be relatively rare and require significantly more time and effort (I'm talking about actual study, training, and skill, not just "I bought a katana and used it to chop through lots of water bottles").
    Police training might include dagger, club, and shield (in addition to simple firearms)
    Military training might include daggers, clubs, and axes, as well as firearms (of various sorts)


    Similarly, tool proficiencies would have to be picked on a case-by-case basis. Earthlings should not have proficiency with alchemy kits, but they might understand carpentry, disguise kits, or the various writing kits (calligraphy, forgery, cartography) quite well.

    Arcana would not be available to an Earth PC. If an Earth PC has skill in Religion, History, or Nature, the knowledge they started with would be relevant only to Earth, not Toril. While they would have no knowledge (facts) about Toril's religion/history/nature, they'd be able to use their skills in the subjects to extrapolate logically from information they're given.

    With time and study, they would be able to learn more about their skills. For example, the skill History(Earth) could become History(Earth and Toril) with a couple weeks of study with access to a library or other source of knowledge.


    Starting classes for Earth humans:
    Barbarian
    Fighter
    Rogue

    Only subclasses without explicit magic are available. In most cases, martial weapon proficiency is replaced with martial (and exotic?) firearm proficiency. This campaign starts at level 1, and PCs are welcome to start without a class (level 0 commoner, using only their racial/background traits and starting equipment) if they want to pursue magical character classes (the (Note: this refers to my campaign) game will start slowly, with limited physical threats and lots of roleplay, at least until all players have reached level 1).
    Last edited by Tiadoppler; 2019-05-11 at 01:45 PM.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

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    RedKnightGirl

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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by Tiadoppler View Post
    Arcana would not be available to an Earth PC. If an Earth PC has skill in Religion, History, or Nature, the knowledge they started with would be relevant only to Earth, not Toril. While they would have no knowledge (facts) about Toril's religion/history/nature, they'd be able to use their skills in the subjects to extrapolate logically from information they're given.


    Starting classes for Earth humans:
    Barbarian
    Fighter
    Rogue
    I actually had the intent of letting an Earthling PC be able to use magic based on their class; their awakening to their powers would be a side effect of the transition between Earth and Toril.

    Sure, they may come from a world where magic doesn’t exist (in the same way as Toril’s magic), but that’s not to say that they’re literally incapable of spellcasting.

  18. - Top - End - #18
    Barbarian in the Playground
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    Default Re: Portal fantasy campaign idea

    Quote Originally Posted by HamsterKun View Post
    I actually had the intent of letting an Earthling PC be able to use magic based on their class; their awakening to their powers would be a side effect of the transition between Earth and Toril.

    Sure, they may come from a world where magic doesn’t exist (in the same way as Toril’s magic), but that’s not to say that they’re literally incapable of spellcasting.
    Those were notes from my own campaign. I didn't allow Earth Humans to start with magic or magical knowledge, but they were allowed to learn it without restriction once they came to a place with magic+magical teachers. If your campaign is set up differently and transferring from Earth to Toril grants magical abilities, go for it.
    The battle cry of a true master is "RAW!!!"

    I play Devil's Advocate. Why does a devil need an advocate? Because only bad lawyers go to hell. The good ones find a loophole.

    5e Homebrew: Firearms through the ages / Academian class / Misc. Spells

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    Dwarf in the Playground
     
    RedKnightGirl

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    wink Re: Portal fantasy campaign idea

    Quote Originally Posted by Tiadoppler View Post
    Those were notes from my own campaign. I didn't allow Earth Humans to start with magic or magical knowledge, but they were allowed to learn it without restriction once they came to a place with magic+magical teachers. If your campaign is set up differently and transferring from Earth to Toril grants magical abilities, go for it.
    Well, after all, going through a portal between two Material Planes,made by magic, I might add, is exposing whatever goes through it to pure Weave. That exposure, in my opinion, should be a more than sufficient trigger to make an Earthling's magic powers manifest.

    And I bet you'd also maintain said magic powers upon returning to Earth too!

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