RPGaDay2024 Day 21 - Classic Campaigns
Before I started writing this, I'd have said it was an easy question. The obvious answer is my 7-year campaign, called the Guardians of Ridlen. However, my two "honorable mention" callouts ended up being almost full writeups of their own, so I'm going to just go with it and include all three.
The Guardians of Ridlen
Highlights included:
The Three Kingdoms
This was the first campaign I played in with my current game group. This was after a friend offered to start swapping out stories and GM duties every year or so, to help me avoid getting burned out after nearly 10 years of continuously running.
The world was well-constructed, with interesting political dynamics between different groups and countries. Normally, such things do not interest me, but he presented them in a way where those dynamics related to us personally. Over five years of real-time (interspersed with the remains of my second 5-year campaign, so around ten total years to tell the story) we got asked to do errands; other groups would ask one or all of us to sabotage those errands; still other groups would have us pursue goals inside a successful or unsuccessful mission. And since there was a major favor economy going on, it was critical that we look successful, support our patrons, and not annoy the wrong people--goals that were often at odds with each other.
Some key memories:
A conflicting set of orders where we were to help build or not build a temple, which various factions had opinions about. We had to do finish the mission without letting on that we were involved. Ultimately, we ended up causing havoc by trying to rescue the priest in charge of building the temple after he'd been sentenced to death. It sort of worked, but ended up causing fireballs and guards to be sent all over the place. The temple burned, the priest was killed, and we hid in the tunnels where we accidentally killed a gelatinous cube which was the basis of the city's sewer system. In the aftermath of the chaos, everybody said we'd done a great job, including opposing factions.
A cross-continent search for relics: a suit of magical armor, an intelligent dagger, and several others which at some point were just obviously a "rebuild the ancient power" assembly project. One object, a dagger, was acquired early, and we weren't even aware of it. It was in the bottom of my luggage, wrapped in oilcloth. We got the dagger from a random assailant, and because the dagger was intelligent, I took it, and stuffed it in my bag, because I was best suited to ignore its promises of power or attempts to control.
After the suit was reassembled, we ended up using it to summon the Power back. There was disagreement on whether we should do it, but the group was ultimately convinced to do it. The ritual was enacted, and in short, there was a big battle between two godlike creatures. Also, the Power that was in the suit was decimated by his former lover who had always been the real power, and we stood by stupidly while the battles raged around us. Bonus points to one player who figured out a great way to hurt a god is to carry a big rock to a high place, and drop it on them. 20d6 damage is hard to ignore, regardless of how powerful you are.
And in all of this, I got to be Tal, the beguiler. Who was just too amused with his own abilities and how they could be used to solve problems in new ways. I was the defacto leader of the group: I was a polyglot with over-the-top charisma, diplomacy, bluff, and other key skills. I had many wins, but a favorite was convincing a bunch of guards who were kicking our groups collective butts that they needed to lay down arms because I was an unrecognized child of the king. My bluff check was over 40, so they were obliged to stop attacking. We lived, though by the time higher ups showed up and got it sorted out, we were banished and I was short one tongue. But such things happen, and it all got better soon in our next stop.
The Godlike Campaign
In college, my roommate, who is also the co-creator of my "Trinity" game world, had an amazing world-building idea: he created a list of interesting people who would be characters or NPCs in a short but intense campaign to create the pantheon of gods.
The premise was simple: Play your character; interact with other characters; people will die, and the order in which they die will define their place in the new pantheon. Things will happen, people's personalities will come out, there will be heroic wins and horridly stupid deaths, and all of it will build up a deep and relatable pantheon for the next campaign.
Some key memories:
One NPC character was the emperor. He had incredible power and influence and was virtually untouchable. Yet, he wasn't as much of a factor in the game as other characters, because he couldn't easily leave his seat of power to act directly on his own behalf. He had to trust others.
One PC was a ranger who was a generally nice guy. The player and the GM mutually agreed it was time for him to "go" so the GM told him that he died on an island fighting giants. "How many giants?" asked the player? "At least one more than it takes to kill you" responded the GM. So it goes.
My character was "Jethro, Lord of the Insane and Master of Creative Genius." He was an absolute delight to play, because he was genuinely nice, but also a seriously annoying person. He had an artifact "Jethro's Amulet of Helping", which would teleport him anywhere in the multiverse where he was most needed. His help was often "challenging" and led to a near-universal response of (in very defeated voice) "Hi Jethro." whenever he'd show up. My theory was that while he was annoying and often unhelpful, he couldn't be killed because he was likely to annoy the opponents equally much at some point in the future.
His crowning achievement was effectively giving one of the most powerful items in the universe to the person most able to use it, in exchange for a truly obscene amount of gold and magic, which in the next campaign was referred to as "Jethro's Folly" and/or "Jethro's Lost Treasure" because it's not clear that he kept track of it once he had it.
In all, our friend group had a blast with that campaign, and while it didn't really evolve into a next camapign that used those gods, it was by far one of the most memorable gaming events in college.
As a GenCon special event, we revisited the godlike campaign with a selection of the new Trinity pantheon's Avatars. But D&D isn't very godlike so I set the one shot up in Champions, which is a very satisfying place to build your Avatars, btw. They end up not looking like characters but really being attuned to their deific aspects and the powers are reasonable to translate back when needed, especially if you just rule that "deific" stun damage == mortal damage. I think people were amused, we got to learn a LOT about our god of Truth and Light, and also the God of Winter.
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