Saturday, July 29, 2017

Thinking of doing a mega-campaign for World of Darkness, but not sure how to go about it or if this is even a good idea to begin with...

Thinking of doing a mega-campaign for World of Darkness, but not sure how to go about it or if this is even a good idea to begin with...

11 comments:

  1. Most of my current thoughts are on the link. BUT, my basic idea is to Solo through all the published adventures for Vampire, Mage, and Werewolf, playing different groups for each line. They'll cross over occasionally and cause each other all sorts of trouble. Plus, there will of course be randomly generated/personal stories mixed in.

    There's just a LOT there, and I'm not even sure if should try to include the sweeping historical adventures for the various lines as well.

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  2. It's going to be epic if it's even a tenth of that. I ran a WoD game (NWoD?) once where I let my players mix and match. Unfortunately my villains wasted points on history and languages and my players didn't, haha.

    My vote is to do it all of it. Start with some historical stuff, then let the survivors from that show up in your modern stuff or even drive it. Cultivate the characters who seem most interesting and involved and winnow them away until only the most ridiculously awesome survive to win or lose.

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  3. This sounds like a great idea! Unfortunately I'm not very familiar with the World of Darkness history, so I can't really help there. It might be a good starting place to establish the bare minimum scenarios required to get the sweeping history that you want. Narrow down your list to only the biggest, most iconic, most essential modules and figure out how you would chain them together. Focus on that, then figure out what else you want to add in to fill the gaps.

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  4. I think you should start in the beginning. Earliest adventure historically, and then work your way forward to modern nights. I'd be curious to see which elders from the dark ages survive and what effect they have on modern nights.

    I'm less interested with the Mage and Werewolf stories, but that is largely personal preference.

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  5. Fantastic idea. I love your optimism in getting all that gaming done in a single year. It would take me a decade to get that much done. I mostly like mage out of those lines, but I don't think there were many published adventures. Mainly just the loom if fate ones for modern day, although i do seem to recall an adventure at around a mystery play in the middle ages.

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  6. Rob Cherry well, the year thing is the absolute BEST case scenario, after all.

    Hrm, Middle Ages play thing? Need to poke around for that...

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  7. It was in the back of one of the books. Either dark ages mage, or possibly a UK based book.

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  8. Actually, just skimmed for it. The adventure I was thinking of is in the back of dark ages British isles, and can be used with any of the supernatural groups -it is move of a crossover type adventure.

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  9. My current plans for a WoD campaign is to have a bunch of mini-campaigns set through time in roughly 20 year leaps with different worlds, all set in the environs of Sussex.
    Changeling: The Lost as people are returning from World War II, but some are returning from elsewhere.
    Mage: The Awakening where someone's trying to do something with the strange buildings Mad Jack Fuller bought or built.
    Vampire: The Requiem set in the 80's for some retro beachside clubbing.
    WoD: Innocents also set in the 80's in a camping trip during The Great Storm, followed up with an 00's Hunter: The Vigil game as the kids reunite for the first time since the storm.

    If the players like any of the 4-6 session games it'll get marked down for a season two, along with possible crossover sessions or campaigns.

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