The Other Campaigns

I presented two of my campaigns here and a list of the house rules used in those two campaigns. Now it is time for the next campaigns.

Night’s Dark Terror

This campaign is based on the 1986-scenario Night’s Dark Terror. It is set in the Mystara-setting – or rather it seems it was one of those scenarios that helped develop the setting, since it was published one year before the first Mystara-setting guide (Gazetteer 1: The Grand Duchy of Karameikos), which described the exact same country in which the scenario took place. NDT is about a group of adventurer’s getting caught up in a conspiracy. Goblins are raiding local farms and it is slowly revealed, that they are searching for an ancient treasuremap leading our adventurers to a hidden vale. We’re are playing it with the 4th ed. rules.

These are some of our house rules:

Delta Green: The Hoarfrost Dragon

This an ‘agent’-setting for Call of Cthlhu. Sort of like a crossover between X-files and the Cthulhu Mythos. The PC’s are federal agents involved in a secret organization called Delta Green, who secretly battles occult threats against USA. The setting combines conspiracies, spies and Cthulhu Mythos in the modern age, and the setting does a really good job of inserting the Mythos into modern times.

The way we play it, we’re playing a hybrid-rules system, where we use the Sanity-rules of CoC and the skill-system of Unknown Armies, and then there are the special rules (humanity, agent-points, Doom-points, traits and corrupted traits etc.). The purpose of the extra rules is to both to keep the characters alive a bit longer and to reflect the corruption of the agents, while they struggle to fight the good fight in a uncaring world – it asks ‘Can you stay humane?’ So far we have lost two PC-agents and three NPC-agents and some allies to this.

I will in coming posts describe the various rules and how we use them.

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About Morten Greis

Historiker, etnolog, brygger, fægter, rollespiller, science fiction entusiast History and Ethnology, brewer and fencer, roleplayer and science fiction enthusiast View all posts by Morten Greis

One response to “The Other Campaigns

  • The added fun of disadvantages « Roles, Dice and Fun

    […] These are just two examples of how you can introduce handicaps, where the players choose when to introduce them, and where the player is awarded a bonus for penalizing themselves. This is one of favorite approaches to dealing with disadvantages. These rules can easily be adopted to D&D, GURPS and other games. In a coming post I’ll show we use a variant of this in the Night’s Dark Terror-campaign. […]

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