Undead Greyhawk

 

Triad Information

Page history last edited by John 1 yr ago

Greyhawk Reborn, Disclaimer, Regions, Triad Information

 

Greyhawk Reborn

Important Considerations

  • The basic gaming experience must be similar enough that players feel "at home" in the new campaign.
  • Overhead must be minimal.
  • I looked at Pathfinder (D&D 3.75) and find that it DOES fix a number of issues. However, since it is not public domain, I would stay away from it.

    Triads

  • Must produce 4 adventures for their region per year
  • No maximum # of adventure
  • Must encourage game play for this campaign during local events.
  • Triads need not stay in the region they live in under the LG rules. (So someone in Japan could be triad for Bissel).

    Playability

  • Every regional adventure will be playable anywhere in the world.
  • Interactives, Wild Areas, and other special events are only playable in-region.
  • Once your character reaches level 16, you are retired from the campaign. You may at that time petition your triad to retire your character as a regional NPC OR you may decide to keep your character.
  • PCs refusing XP/GP not to reach 16th level retire at the start of the campaign can not join the Greyhawk Reborn Campaign.

    Wild Areas of the Flanaess

  • Every region should have a "wild" region where regional adventures don't take place (or only skirt). For example, Tusmit has the Yatils, Ekbir has the Udgru, the County of Urnst has the Dreerwode, etc.
  • Every 1 or 2 months, the triad will publish a Wild area adventure where something happens. (up to 12 per year).
  • These adventure should not be part of any series (though new NPCs may be introduce in them).
  • These events are similar to the DM's Mark in Mark of Heroes. Allowing each DM to tailor its own adventures and challenges for its players.
  • Wild Areas can grant non-access ARs (Influence points, skill bonuses).
  • Each DM is free to design their own dungeon/adventure
  • DMs can not use published NPCs without triad consent (for example, a DM could not have the PCs go and save the Countess of Urnst without prior approval from the triad).
  • APL can be as narrow or as wide as the triad wants. (Some ideas make little sense at high APLs while others don't make sense for low, use reasoning).
  • Cost 1 TU per round for half xp/half gp. This cost is the same for in & out of region play.
  • Follows the typical 4-6 player/table model

    Gameday Interactives

  • Gameday interactive (also known as mini-missions) are now available for gamedays, with triad approval.
  • Non-Access ARs
  • Like now, a triad can have as many of those event
  • Cost 1 TU per round for full xp/half gp. This cost 2 TUs for out of region play.
  • May not follow the 4-6 players/table model

    Convention Interactives

  • Interactive are now available for convention only, with triad approval.
  • Can be Access or non-access ARs (triad's choice).
  • Up to four per year.
  • Cost 1 TU per round for full xp/half gp. This cost 2 TUs for out of region play.
  • May not follow the 4-6 players/table model

    Mega-Module

  • Once per year, a triad is allowed to come up with a single "MEGA-MODULE". This is effectively a large-scale adventure similar to "CORS2-03 Isles of Woe".
  • It is a multi-round adventure.
  • Cost 1 TU per round for full xp/half gp. This cost 2 TUs per round for out of region play
  • Mega-modules can have a double-sided AR
  • Should be massive in scope. Mega-Modules should be used to introduce or resolve new major story elements.
  • Should follow the 4-6 players/table model

    Rewards

  • No rewards should give a PC access to power they do not possess indefinitly. No smite for fighters, no detect magic for rogues or warmages. Such power may be given a finite number of times (up to 5).

    High-Level Campaign

  • At the start of the campaign, there are no plans to do anything with the high-level campaign. There may be a later high-level option, but we will initially focus on the main group of players (lvls 1-15)

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