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Future Projects Discussion
Posted: Fri Sep 23, 2011 11:18 pm
by Solomoriah
I was thinking the other day about the many adventures posted on this site, and about what we still need. One thing that you all probably have noticed is that the "big" modules are all "homages" to the classics; the only real exception is BF3 Dream of the White Hawk, but it's also little more than a sketch.
There are two things I'm planning to begin working on soon:
1. A new introductory to mid-level multimodule, and
2. A proper high-level adventure "kit."
The first one will be different than the other "starter" modules out there, in that it will include a patron, a high level wizard. The magic-user of the party can be his apprentice, and the other party members the friends of the party magic-user; the wizard will often, though perhaps not always, assign missions to his apprentice, thus acting as an ongoing adventure hook generator. I'm sure you all can see the opportunities. The module will include the wizard, at least one NPC apprentice, the wizard's stronghold (I have a cool idea for this), a nearby village, and a series of small adventures for various level characters. Of course, I expect other adventures to be used to fill in the gaps, but this module will provide an overarching structure to the campaign.
The second one is the really different module. High level adventures tend to be epic dungeons, or large wilderness adventures, or both; but the classic games often suggest, even recommend, that high level characters settle down and set up strongholds. This adventure is built around the idea of a player character becoming a Baron and clearing and settling in a wilderness area. The module would include modular bits that the GM can include or drop out, including at least one liege lord (a Count, probably), at least two different neighboring Barons (one a natural born nobleman, the other another "name level" adventurer) who might be rivals or allies (or even swing back and forth), and a number of monster lairs and other mini-adventures involving clearing the area.
I am open to suggestions... what do you all think?
Re: Future Projects Discussion
Posted: Sat Sep 24, 2011 9:43 am
by Sir Bedivere
They both sound good, though I'm more interested in the high level kit. The only fully completed module is Morgansfort, which is for beginners, and there are also the Chaotic Caves and some others for levels 1-3. Then we have BF2 and quite a few others for levels 2-5, 2-6, or 4-7. There are two for levels 4-8, BF3 & 4, but that's as high as they go, and both of these are listed as 'Under Construction.'
Just for reference, here's the adventure modules area on the downloads page:
http://www.basicfantasy.org/downloads.html#sn_modules
On the high level kit, that sounds like a great idea. I would be interested in contributing (assuming this is also a call for collaborators).
On the low-level idea, the whole idea sounds good, especially the patron. I have my own gaming projects going on right now and this would fall lower on the priority list for me than the high level kit, but if I had time I would be interested in working on this in some way.
Re: Future Projects Discussion
Posted: Sat Sep 24, 2011 6:03 pm
by Steveman
Both sound like smashing ideas.
But, like the noble knight before me, the high level gaming kit interests me more. I don't really have much to add, I do look forward to seeing them take form.
Re: Future Projects Discussion
Posted: Sat Sep 24, 2011 10:31 pm
by Solomoriah
This is, in fact, a call for collaboration, but it's just a planning discussion as yet. I only just realized we needed something like this yesterday...
Re: Future Projects Discussion
Posted: Sun Sep 25, 2011 2:13 am
by JoeCarr28
Whilst the high-Ievel "kit" sounds interesting, the low-medium level module might be more immediately useful to the majority. I've no idea how many people are actually playing BFRPG at the higher levels (say, 10+), but I would speculate that it is probably far fewer than those at the low-medium levels. So it might be a lot of effort expended for a relatively small audience. Nothing wrong with that of course - I'm just saying.
Re: Future Projects Discussion
Posted: Sun Sep 25, 2011 9:37 am
by Solomoriah
I'm actually hoping that my high-level module concept might find users outside the BFRPG base.
Re: Future Projects Discussion
Posted: Sun Sep 25, 2011 5:15 pm
by Sir Bedivere
Joe's got a good point, but I still think there's plenty out there for levels 1-7. However, if you create a high-level module for 9th level and up, there would be a gap. None of the current modules get the characters to 9th level. Presumably GMs are making up their own adventures as well, so that's not a big problem.
On the low level idea, since there are so many low level modules already, you could just detail the wizard, apprentice, and stronghold. Tell the GM it's near a village, and let the GM plop it down wherever he wants. The GM could then use the wizard as the PCs' patron for some kind of plot unity, but you don't have to actually design any new adventures.
Re: Future Projects Discussion
Posted: Sun Sep 25, 2011 5:52 pm
by Solomoriah
Here's the backstory:
The Wizard (who I have as yet not named) is not only powerful, he's militantly neutral. He does not get involved insofar as he can avoid it. When he retired from adventuring and built his tower, he built it literally in the middle of a river, just to one side of a well-known ford. Not on an island, mind you... it was grounded on the riverbottom. Being as there was a well-known ford at that place, naturally there was a village nearby. It was a tiny village, little more than a trading post and a handful of farmhouses.
Then the King/Queen/Emperor/High Muckety decided to build a bridge there, as part of a major highway-building project. The bridge brought more travelers, who needed accommodations and supplies, and this led to the growth of the village.
The Wizard, while remaining neutral, did take on some jobs for hire, and became quite rich. He decided that his tower wasn't big enough anymore, so he built another tower right beside the first. This new tower was larger, and it had no provisions for entry from the water; rather, a drawbridge connected it to the first tower. He cleared away the laboratory in the old tower and made that space into a sort of reception hall, so that he could meet visitors without the need of taking them into his private space and risk them learning any of his secrets.
Why is the Wizard neutral? Because he learned, while he was an adventurer, that even the most powerful wizard was relatively easy for a party of adventurers to kill unless he was very well defended. If he became known as an evil wizard, good parties would seek to slay him, while if he were known as a good wizard, such groups would expect his help. By remaining strictly neutral, he could avoid such dangerous situations. Is he, in fact, good or evil? Time will tell.
The setup is that he has accepted the PC magic-user as an apprentice. He has at least one other apprentice, who is truly evil but who is hiding that fact; for those who like the romance aspects, there might be another NPC apprentice of the opposite sex (which of course most likely means a female, though the module should be workable both ways) who likes the PC magic-user and who is coveted by the evil NPC apprentice.
The rest of the module would be made up of the sort of adventures that a wizard might actually send his apprentice out on, such as retrieving rare ingredients, or books, or actual magic items usable by the wizard. The party would of course divide any other spoils among themselves. The Wizard would identify magic items for the party, but he might lie about items that he covets (i.e. "it's a good thing you didn't try this wand, as it's cursed" where in fact it's a Wand of Paralyzation).
A possible endgame of the multimodule, which would have to be played when the PC magic-user reached 6th level or so, would be when the Wizard shows his true colors. He might truly be evil, and that last mission might involve retrieving something really nasty with which he could Rule the World(tm) or some such. Or perhaps he's a good guy, but the last item retrieved has possessed him. Either way, the detailed maps (provided in the module) would be useful in adjudicating this final battle, and any resolution would, one way or another, spell the end of the PC magic-user's association with the Wizard.
Re: Future Projects Discussion
Posted: Sun Sep 25, 2011 10:18 pm
by Joe the Rat
It'd be interesting to see a couple of different flavors of patrons. I could easily see a similar setup based out of a temple (the specifics of religion may impact the potential for romance, but the "Elder is secretly worshiping an evil god/demon/ex-divinity with an eye on regaining power" could work in as well.) Magic support gets traded for easier access to blessings and high level healing. The Fighter (Duke/Baron) model would work as well - a party of troubleshooters hired by the local lord - one known as being fair-minded and working towards avoiding the petty squabbles (Politically Neutral, as it were). Round up some able hands, the court wizard or priest (or both) send an apprentice/initiate, there's your party.
Although I suppose the question there is how much the Mentor is tied to the adventure content. Flexibility is nice, but too many options would thin the 'unified' aspect of the adventure track. Maybe an appendix of "Alternative Ideas for Mentors".
It sounds like for the high levels, you are thinking more in terms of a story shell - setting up the scenarios and a few "adventure" ideas related to running a fiefdom, rather than a full module. This is actually fairly workable outside of the named NPCs - You have a "marauding band of orcs" event - you plug in your preferred system's version of "marauding orc."
Thinking about mass combat rules for BF, on the off chance standing armies come into play?
Re: Future Projects Discussion
Posted: Mon Sep 26, 2011 7:04 pm
by Hywaywolf
The high level kit would need a good foundation/mechanics for politics. Such as:
If you don't take care of your serfs/minions you leave yourself open to insurrections or incursions from other forces be they orcs, the other named knight/cleric or some other nearby power.
If you don't put enough money/time into managing your estate you may bring on famine from crop failure, financial ruin from your chamberlain skimming too much, etc
You may need to negotiate marriages between your favored knights, sons and/or daughters with people from nearby baronys.
What do you do if the son of a nearby baron is caught hunting on your lands? What if its just a favored knight from that barony.
Someone is rustling your estate cattle. Is it bandits, orcs, your own people or another baron?