925. Ridgeside
The Golden Age of Ignimius ended long ago. In those days the County of Ridgeside was on the dangerous frontier of civilized lands, kept afloat by exporting timber and yellow dye. In the long centuries since then civilization has pulled back towards its centers of power, leaving Ridgeside an isolated island of humanity in a sea of monsters and chaos. Few locals are brave enough to attempt the trip out of Ridgeside, and few outsiders have any motivation to try and trek into the County.
The County of Ridgeside is politically and socially fragmented. It is made up of several towns with populations of about a thousand, and several smaller villages of one to two hundred people. Each settlement governs itself independently. The fertile land of the County was once filled with hamlets and homesteads, but most of these smaller settlements were destroyed one by one long ago.
The campaign starts with the players as guards, poor merchants, porters, or similar on the yearly caravan coming to Ridgeside. But unbeknownst to the PCs a half-remembered evil has awoken, infinitely complicating what the PC's already thought was going to be a harrowing journey to Ridgeside.
Character Creation: My campaigns tend towards the low-fantasy, human-centric type. So, all the characters will be human, and of humble origin.
The County of Ridgeside is politically and socially fragmented. It is made up of several towns with populations of about a thousand, and several smaller villages of one to two hundred people. Each settlement governs itself independently. The fertile land of the County was once filled with hamlets and homesteads, but most of these smaller settlements were destroyed one by one long ago.
The campaign starts with the players as guards, poor merchants, porters, or similar on the yearly caravan coming to Ridgeside. But unbeknownst to the PCs a half-remembered evil has awoken, infinitely complicating what the PC's already thought was going to be a harrowing journey to Ridgeside.
Character Creation: My campaigns tend towards the low-fantasy, human-centric type. So, all the characters will be human, and of humble origin.
Experience Points
Total: 622
|
Session 1: 25
Session 2: 30 Session 3: 30 Session 4: 23 Session 5: 22 Session 6: 28 Session 7: 22 Session 8: 24 Session 9: 21 |
Session 10: 23
Session 11: 30 Session 12: 26 Session 13: 35 Session 14: 36 Session 15: 45 Session 16: 28 Session 17: 24 |
My GMing Style
I try to run Claymore as a game where what you do matters more then what you roll, and who your character is matters more then what's on your character sheet.
I use a rule system that I made myself over years of play. The tone of my campaigns is more like a story-telling game with extra combat. PC's aren't super heroes, they are humans that gain exceptional abilities but can still be killed by a lucky shot in any combat or by falling overboard in rough seas.
I try to make things realistic--meaning logical and consistent. In the rules, setting, and plot, logical outcomes are my highest priority. NPCs aren't quest-givers, trainers, or macguffins they are people with psychologies and internal motivation.
"Encounters" aren't balanced, it's up to players decide how to react to enemies they have little hope of defeating. I try not to even think in terms of encounters or scenes. The world simply unfolds how and where the PCs' actions dictate.
Death is always an option and I try to make the dice the final arbiters, not the GM's whims.
I use a rule system that I made myself over years of play. The tone of my campaigns is more like a story-telling game with extra combat. PC's aren't super heroes, they are humans that gain exceptional abilities but can still be killed by a lucky shot in any combat or by falling overboard in rough seas.
I try to make things realistic--meaning logical and consistent. In the rules, setting, and plot, logical outcomes are my highest priority. NPCs aren't quest-givers, trainers, or macguffins they are people with psychologies and internal motivation.
"Encounters" aren't balanced, it's up to players decide how to react to enemies they have little hope of defeating. I try not to even think in terms of encounters or scenes. The world simply unfolds how and where the PCs' actions dictate.
Death is always an option and I try to make the dice the final arbiters, not the GM's whims.