Shaking Things Up

One of the things I like about the current campaign I’m playing in with my D&D group, is that it’s not the typical start. The world is dominated by Mind Flayers who have oppressed the other races into servitude.

Very different from the usual process of build a character from all the available options, buy up the gear and plunk yourself down on a barstool somewhere for the adventuring group to suck you up into some adventure.

Not all campaigns are like that, but you get what I mean, no?

Instead we created characters devoid of gear (outside of what the slave masters let us have) and with very little knowledge or schooling on things. It’s been kind of nice acquiring things along the way without looking at what you already have and saying, “Meh, I have better,” simply because you didn’t really have anything!

Another change (at least for me) is that it’s an evil group. I recently DMed the group playing evil characters working for a greater evil, but I didn’t get a chance to play an evil character in a campaign where the other players are evil.

It’s been fun.

That got me thinking of a campaign idea I had for awhile now. It’s low magic and non-humans, but high on divine magic. Idea being the Church in power of the Kingdom, gained absolute control of the Kingdom because the King is indisposed.

And you now what absolute power does, right?

The big cheese starts looking for people to blame because he’s incapable of fixing the King. First he blames the Elves, who flee with help from the Dwarves. Then he blames the Wizards because their magic is ungodly!

It could be interesting. If anything, more story and RP focused.


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