Charlie D
Man on the Silver Mountain
- Joined
- Aug 28, 2017
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The recent thread on adventure writing inspired me to consider running my next campaign using randomized tables, improvising, and having the players provide the lead. Currently I'm running Warhammer 2E and using adventures. The players go along with it because they simply want to play.
However, I think if I pitch the idea of a more open-ended campaign and the idea that they need to pick what adventuring they want and if they feel like it even provide the hook for adventuring based on what they want to do.
I will use Forbidden Lands if they say yes because it is tailor made for this type of campaign. Loads of random tables, short adventure sites, and placing dungeons where they make the most sense.
A lot of OSR adventures work like this as well. Operation Unfathomable is full of weird groups vying for control and all kinds of interesting locations. Isle of Dread for D&D would work also.
I think Monster Island for RQ 6 also works for something like this. I also have the dwarven ruins for WH 2E and maybe I'll start there to try out the concept with the group's current characters. It too has a ruined underground with loads of NPCs running around with various agendas. And a city above for the PCs to scheme and plot in as well.
You could also run the One Ring this way even though it is written with traditional adventures. The journey rules make for interesting travel and the GM could sprinkle adventure site ideas around and see where the PCs decide to go.
The more I think about it the more I think I will move Warhammer in that direction. It sounds really interesting to me. And I know the players want their PCs to continue.
However, I think if I pitch the idea of a more open-ended campaign and the idea that they need to pick what adventuring they want and if they feel like it even provide the hook for adventuring based on what they want to do.
I will use Forbidden Lands if they say yes because it is tailor made for this type of campaign. Loads of random tables, short adventure sites, and placing dungeons where they make the most sense.
A lot of OSR adventures work like this as well. Operation Unfathomable is full of weird groups vying for control and all kinds of interesting locations. Isle of Dread for D&D would work also.
I think Monster Island for RQ 6 also works for something like this. I also have the dwarven ruins for WH 2E and maybe I'll start there to try out the concept with the group's current characters. It too has a ruined underground with loads of NPCs running around with various agendas. And a city above for the PCs to scheme and plot in as well.
You could also run the One Ring this way even though it is written with traditional adventures. The journey rules make for interesting travel and the GM could sprinkle adventure site ideas around and see where the PCs decide to go.
The more I think about it the more I think I will move Warhammer in that direction. It sounds really interesting to me. And I know the players want their PCs to continue.