I often regret that I haven’t had more of a chance to indulge in playing RPGS. Unfortunately as I’ve said in previous posts there tends to be a lot of wariness on the part of most people to take part in such a thing. It’s annoying that those selfsame people have no problem with making a fool of themselves playing Wii-Sports or warbling out I Will Survive at the pub karaoke. I’ve never let the lack of players stop me from coming up with ideas for campaigns and scenarios to play through should I ever manage to somehow acquire a new gaming group. My ideas don’t go to waste of course, but they do tend to get half scribbled into a notepad or a half started short story and forgotten for years.
One of the ideas that I’ve had bouncing around for as long as I can remember is a campaign called “The Rise of Evil“.
Most RPG scenarios are needlessly clichéd and episodic. The players and their characters stumble from one loosely related adventure to the next, killing monsters and taking their treasure. Eventually they’re richer and more powerful than most of the kingdoms in their world, but by then most campaigns have petered out through players moving on, or simple loss of interest in proceedings.
The clichés aren’t restricted to the general plot and proceedings either. The villain of the piece is invariably an ancient evil dragon/necromancer/wizard/nobleman/vampire (delete as appropriate) that rules from an impossibly over fortified residence hidden somewhere like the Swamp of Death, Forest of Darkness or Mountains of Pointy. The place is invariably filled with illogical traps, monsters that are inside locked rooms where there’s not enough room for them to turn around, let alone live in comfort, and treasure left lying around in plain sight waiting for a gang of hapless adventurers to come along and steal it.
I wanted to run something a bit different, something that would give the players an involvement in their world and the events that shape it.
The first quest would, by necessity as well as design, be a low level one. A simple search and retrieve, or maybe hunt and slay, mission for a local worthy. Hopefully for tradition’s sake their job wont start out inside a local tavern with buxom serving wenches either.
I have always thought it would be best if the player characters started out as members of the local community. Farmers or artisans within their community rather than a bunch of itinerant adventurers wandering through town. It promotes some proper role-playing in that they have commitments and attachments to non-player characters and institutions that they wouldn’t otherwise have. There’s more of a motivation for the characters when they’re acting in the interests of their community rather than solely for gold and silver. There’s also a greater element of realism involved when they’re focused on a local area and feel a connection with it rather than the usual staple in adventuring where they’re focussed on gathering loot and gaining levels.
The first adventure would see the characters starting out on a fairly mundane day in their small village community. A sudden influx of low level monsters, or the disappearance of an important NPC, maybe both, would see the characters band together to investigate the source of the problem. They would find a forgotten crypt, or crumbling ancient temple in a desolate area of forest near the village and in the course of investigating they would come across several challenges from monsters and the crumbling environment of the ruin. Ultimately they would emerge victorious having removed the threat to the their village and having enriched themselves through gems, items and gold pieces in the process. Mixed into these pieces of loot, and throughout the ruin, will be vague hints of an ancient evil and prophetic statements about its return, ages of darkness, apocalypse, fire, brimstone and all that fun kind of stuff.
I know what you’re thinking: Other than the NPC community aspect this is a fairly generic start to a campaign. Well you’re right it is, but that’s part of the beauty. It lures the players, and as a consequence the characters, into a sense of false security. They believe that they know what’s what from the outset. They’ll naturally assume that the troubles and situations that they encounter are all interconnected and the work of some over arching evil menace that they’ll have to defeat to “win the game”.
Really though what I want to do is create something unique. To begin with there wont be an over arching force of evil in the world. There wont be a conquering army of undead, or a demonic apocalypse. There will just be a party of adventurers that increasingly find themselves called on by the locals to help them out when they encounter a situation that gets out of their depth. In return they bring in wealth and prosperity to their community. All fine and admirable for a group that aspires to be known as heroes.
The trouble, and the core of the campaign will develop slowly and methodically from the smallest seeds. The principle villain wont be an ancient vampire, or a mad wizard or a tyrant he’ll be a local merchant. A merchant made powerful, wealthy and influential by the influx of goods and materials that the characters unwittingly trade with him. His influence will spread slowly, like a black cancer through the community, encompassing murder, extortion, intrigue, theft and intimidation. The worst aspect of his rise to power will be the fact that at first he is an unassuming, country storekeeper with little interest in anything but tending his store and serving the community. The banality of this villian, and the slow rise of his evil would be the difference between this and other campaigns. He doesn’t spend his days cackling in a mountaintop fortress, or hunting down the scattered pieces of the Amulate of Ultimate Power, or even trying to overthrow the rules of the kingdom. He just uses his resoucefulness and lack of moral centre to futher his own petty ends of power and influence.
Mainly I’m taking cues here from figures like Chairman Mao, Mussolini and of course Adolf Hitler. Normal-ish human beings that have taken on monstrous proportions through power afforded to them via legal means. In essense the characters will indirectly create their own greatest opponent. One that is far more dangerous and insidious than a high level mage, and in his own strange way more powerful than a high level fighter all armed and supplied by their own cast offs.
It’s an odd idea, having such a banal villian in what is supposed to be a heroic, almost mythical saga, but I think it’s an interesting premise.
Having written this post I’m now starting to get an itch to start writing these ideas down, and maybe start developing the whole thing for use in the ever popular Dungeons & Dragons.
I wonder if there’s any fame and/or money in this stuff anymore…