Campaign planning – Dribblings from my brain
While I’m knuckle deep in running this 13th Age mini-campaign, I’m more creatively invested in what I hope to run at some point in 2014. I’m going to go all out on this one, I have a lot of ideas that I’d like to put into play and one of them is “spell points”.
The world I’ll be using is going to be a combination of “Primeval Thule” http://www.sasquatchgamestudio.com/ , and my own personal world that I’ve written/tinkered with for literally decades. In this world, arcane magic will be powered by either necromantic/demonic assistance or the energy of these “arcane shards”. Each shard has a finite amount of power in it, much like a battery. Each spell cast requires a certain amount of power in order to be cast. These are not original or alien concepts to anyone but I want to run with the concept of limited arcane power in this campaign. A caster could cast any spell he knows at any time, but is limited by how much juice his shards have left.
Thinking this through a bit further, a wizard in this scenario would therefore need to be skilled in physical combat to some degree. So I’ll be customizing arcane casters a bit in this area too. In fact, I’ll in all likelihood start the PCs at an advanced level instead of first.
I should start a checklist really,
1) Campaign story arc – Under construction.
2) Choose game system – 13th Age, D&D 5E, Pathfinder
3) Decide on character level start
4) Design arcane spell point system for game system
5) Prepare campaign background player handouts – first draft nearly complete.
6) – ?