Blackmoor: End Times (SWADE)
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I was impressed by this recently published campaign for SWADE https://www.thepiazza.org.uk/bb/viewtopic.php?t=32063 and as a consequence, I'm starting a new campaign on RPoL.
The name of the new campaign is Blackmoor: End Times https://www.rpol.net/game.cgi?gi=78337&date=1693693439 and it will be set in a suitably adapted version of Blackmoor. If you want to know more, follow the link and see how this idea develops (or not...) Considering how close we are to the Dave Arneson's Day, I think that it makes sense starting the actual play then!
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
Almost ready to start
Just started... couldn't wait
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
09-13-2023, 01:34 PM
In the "public" (i.e. visible) part of the campaign you can find some setting information that relate to my vision of Blackmoor in year 1,082, its population and view of religion.
Any comment / suggestion / hint / recommendation / build?
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
I'm now running the second third fourth fifth sixth adventure of the campaign and overall things seem to progress well: SWADE seems a suitable ruleset for running Blackmoor adventures and I can appreciate the "old" rule about character development in early Dave Arneson games: one adventure - one advancement (that in D&D is a level, in SWADE is an Advance, but the concept is the same)
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
07-04-2024, 06:00 PM
I do expect that after the publication of Age of the Wolf I'll have to review and probably correct the timeline and background story of this campaign
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
10-01-2024, 02:35 PM
This campaign has been going for (just over) one year and the 1st of October (Dave Arneson Game Day) looks like the right time to stop and see how the campaign is doing. After one year we are already about to start Part 7 (out of 20) and we passed the 2,200 posts milestone, that is an average of 6 posts per day, with a campaign with only one adventure ongoing at any time.
I was worried that the publication of Age of the Wolf would have forced me to ret-con the introduction to this campaign, but the timeline of Age of the Wolf (1,300, while the "classic" Blackmoor timeline covers up to approx. 1030) leaves so much time and opportunities to change things around that I haven't really found anything in the Age of the Wolf that can't absolutely go together with what I proposed in this campaign. Admittedly, this campaign is pretty much apocalyptic and there is no trace of it in the Age of the Wolf (my telepathy didn't work...) but there is nothing in it that can't be reconciled with the situation described in the Age of the Wolf over two hundred years later. What do you think? Any comment?
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody. |
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