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Campaign Style

Written by Ace Infinity

Hello there! Welcome to the World of Revole Adventurer! I am Ace, if you weren't already aware, and I can't wait to begin this story with you. However, there are a few things you should know before we continue. This article details how I like to run my games, and gives you a bit of insight on what you can expect from me as the Dungeon Master.
 

Style

 
I often like my games to have a certain style. Whether it range from high sci-fi to dark medieval times. Most often I like my games to be fantasy settings with low magic. What I mean by low magic is that you won't immediately walk into this world and see dragons and floating cities dotting the landscape. Rather, you may stumble across low ranking mages and slowly come across low degree magic items. Magic and magical items are sparse, and finding them is a big deal!

Now, again this does not mean crazy magical "things" don't exist. As the game progresses and you level up you will come across more and more high magic occurrences.
 

An Open World with a focused Story

 
I am not a big fan of locking my players into a set path. Rather, I leave it open to you all too choose what you want to do. Whether that means following the plot hints that I have planned out, or going to a whole new part of the world. I leave it up to you. There will of course be a story I am trying to tell with you all, and will try to leave good hints as to where you should go, but at the end of the day it is your game and your story.
 

A Living Breathing World

 
The World of Revole is much larger than just this campaign and your role within it. There are Kingdoms at war on distant lands, plotting villains and heroes trying to make there mark on the world, and small bands of bandits plundering villages. As you explore I hope to convey this idea to you. Too make you feel like your in a living and ever changing world. Aspects of the land may change based on events outside of your control, and you may have to adapt to them. It could range from a new nation invading the part of land your in, or that time in the world has reached winter, and brutal blizzards now regularly occur.
 

Mortality & Difficulty

 
I like my games to be difficult in the right moments. The world your playing in is alive and dangerous, and will threaten your players life. I don't like running blood baths, but I like challenging you and your character. I want you to feel the danger of this world, but I don't want the world to immediately kill your player for a dumb mistake. Most often times I leave very difficult and deadly fights for major battles along your journey. By having the constant threat of death lingering over you, it makes your journey more meaningful, and connects you with your character and party in deep ways. However, this is a chance based game, and so death may happen when neither you or me were expecting it. I never plan character deaths, I always leave it up to the dice.

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