Step #0 Brainstorming

My 5th Edition group has kind of petered out, since the bar we played in has closed and I broke my foot.

A new campaign! This time, I’m building it B/X and I’m building it with dice. No over-arching themes, no plots. Just lots of tables and weird house rules.

It shall be a savage world, drawing the best from Howard, Leiber, Doyle, Bakshi, Frazetta.

The campaign will begin with the characters escaping from a wrecked slave-ship. They were the cargo, not the crew, and as such they’ll begin play with no weapons or money or gear. They’ll have to fight off the surviving slavers and then… we’ll make a random encounter check.

I want to focus on the “non-combat” rules:  encounters, exploration, movement, inventory control. The good stuff.

I want to drastically reduce the amount of magic, both spells and items.

Demihumans are dumb. I’m going to make them even shittier mechanically:  BX elves are just too much. My elves are savage elves. They dislike non-elves and are basically Apaches with stone-age technology and random magic. Elven Chain becomes Elven Hide Armor and instead of bows and longswords, they are famous for bows and hand-axes. Dwarves and Halflings are going to stay the same, just… less common.

Fighters rock, and shall be made mechanically mightier.

In fact, combat as a whole is going to change quite a bit. I want to mix stone/bronze/iron ages, and make the distinctions matter. Bronze weapons dull and bend often, iron less often, steel hardly ever– and so steel becomes the rarest and greatest thing in the world, excepting only magic.

Recruiting, developing, and deploying your retainers and hirelings will take on a much bigger role. PCs should be leaders, and each player should be representing something akin to a pack of characters.

Finally, I’m going to prep this campaign in a step-by-step process. That will (hopefully) help to keep me honest.

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