Ray K. ([info]thanitus) wrote in [info]dungeon_masters,
Writing Excersize

I'm designing a world (more of a series of adventures) where the events of the campaign will be taking place a few years after a genuine Zombie Apocalypse. The town that the players will be starting off in is comprised of a castle keep and assorted living quarters located on a misty little island connected to the mainland by two wooden bridges. The bridges were originally destroyed during the apocalypse to separate the island from mainland, but have since been rebuilt with large planks of wood missing from the structure. The purpose is to create large gaps where the bridge is uncrossable. If the bridge needs to be crossed, the reinforced planks are placed across for the duration of the crossing and then removed. Most river crossings are done with boats or rafts, which zombies obviously cannot jump in and operate.

Several watch towers are erected across the river from the island and manned by guard. Mages take watch staring into the horizon for hours at a time using detect undead spells, and warriors stand at the ready to quickly dispatch any threat that may appear. If the danger is too great they retreat across the river via boat and devise other ways to deal with the massing undead across the river banks.

Anyway, the entire island is essentially occupied by buildings and such now. There's almost no room for farmland or anything like that... so the farm is actually located miles away, in the ruins of a very small walled city (it was more of a military encampment) that had fallen during the apocalypse. The strongest and bravest men from the city set out daily in an attempt to clear the city of any undead that may have remained inside. Eventually the city was cleared, walls restored, and gates closed. The buildings inside were razed and the interior was converted to farmland. Several Rangers and Druids babysit the farm in attempt to keep the land blessed and fertile for the survival of those on the island.



I sort of like the setting so far, but things are still (REALLY) choppy at best. What say you, LJ'ers? Would you enjoy playing in such a setting? What would you like to see done in a campaign with a setting like this? What kind of things would you like the DM to include, what would make the setting better, what would make your experience more enjoyable or memorable? Leave some feedback :)



(x-posted in: [info]dungeon_masters, [info]dnd3e, & [info]dms_corner)

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  • 12 comments

[info]highbulp

July 28 2005, 04:47:13 UTC 6 years ago

Sounds like a really fun campaign, actually. You have a nice setting to work with in the beginning. I think you'll have to have worked out exactly what the enemies will be and have some ideas for missions the players can do.

For overall story, is the idea that the players are just trying to survive day by day? Or do they eventually manage to clean out the area and allow the living to start rebuilding? Or do they maybe get a quest to go find a new place for the living to inhabit, as this land is destroyed by zombies. I having an arching plot like that would help, unless your players are into a series of one-shot type adventures (which isn't necessarily bad).

Things to consider: what caused the zombie apocolypse? Is there some powerful lich or demon or god that's controlling things? How are you going to liven up encounters with zombies (I'm assuming your not going to use the standard MM flavor). Are there any current restrictions on clerics or something (so you don't have a cleric running around with the sun domain smiting every undead they come across). Make sure that your setting isn't too boring for your players, and the players aren't too powerful for the setting.

[info]thanitus

July 29 2005, 18:16:25 UTC 6 years ago

"Sounds like a really fun campaign, actually. You have a nice setting to work with in the beginning. I think you'll have to have worked out exactly what the enemies will be and have some ideas for missions the players can do."

Yea, that's the problem with a zombie apocalypse game. There's only so many ideas that immediately come to mind; clear this, run form that, find this, kill that, supplies this, undead overlord that, etc etc. I need to be really creative about feeding adventures to the players. I have a few ideas in my mind, and of course the first adventure is just going to be a zombie mob hack 'n slash, but after the first one or two hack 'n slash fests I need to get creative. The hard part is going to be incorporating monsters other than undead into the campaign.

"For overall story, is the idea that the players are just trying to survive day by day? Or do they eventually manage to clean out the area and allow the living to start rebuilding? Or do they maybe get a quest to go find a new place for the living to inhabit, as this land is destroyed by zombies. I having an arching plot like that would help, unless your players are into a series of one-shot type adventures (which isn't necessarily bad)."

Well, what would you enjoy as a player? Hit me with your plot line suggestion 0.o

A day-by-day thing might get boring to my current group. They're more interested in going out and exploring and whatnot. I plan most of the adventures to be far away form the "safe place". They'll be out in the wilderness, exploring ruined cities, caves, dungeons, etc. It doesn't need to make much sense to be honest... these guys are really not that into role playing so much as adventuring, so I'm going to try and cater to that... just in the midst of a zombie apocalypse :P

"Things to consider: what caused the zombie apocalypse? Is there some powerful lich or demon or god that's controlling things? How are you going to liven up encounters with zombies (I'm assuming your not going to use the standard MM flavor). Are there any current restrictions on clerics or something (so you don't have a cleric running around with the sun domain smiting every undead they come across). Make sure that your setting isn't too boring for your players, and the players aren't too powerful for the setting. "

I'm still trying to think of a good reason for the cause. I want to try and steer away from the stereotypical plot devices... but this is D&D, and it is a zombie apocalypse.. so there's only so far away I can steer from being stereotypical or cliche'.

I'll be using a lot of monsters and undead mods from the Libris Mortis supplement (theres some really cool stuff in there) to liven up encounters some. I was also playing around with the idea of making zombies stronger (maybe doubling their hit dice or something) to reflect the fact that well.. zombies are friggin scary and hard as hell to kill (for good).

I was also playing around with the idea of making said shambling hordes non-succesptable to turning effects and the like.. but then I realized that divine/arcane sway over the hordes is really one of the only things that has kept the survivors alive so far. When you have 600 zombies chasing after you, nuking 53 of them with your atomic holy bomb doesn't really make that big of a difference :P



~Ray

[info]highbulp

July 30 2005, 06:32:49 UTC 6 years ago

The plot line suggestion that I kinda like as a player and DM, off the top of my head:

To start out, players go on small raiding missions. Protect the caravan. Save a child. Basic quest stuff. Establish the characters and the world and stuff. Eventually (maybe level 2 or 3), they figure out some big thing that's related to the cause of the zombies (maybe a necromancer that's helping raise them, an evil fountain that gives them power, something). They go through this long adventure climaxing in a cool dungeon where they "win" against whatever minor boss they were fighting.

Then maybe they head back to their base and the town has been destroyed! All their friends (the NPC's you've introduced) have been killed or fled, are hiding somewhere less defensible. The PCs now need to take this group to the next town over, which is a long way away. En route they fight more zombies, protect the townsfolk, maybe explore a dungeon that is rumored to hold a protecting item or clear out a cave in which the people need to sleep.

They finally get to the next town, but this one will probably be destroyed soon, just like the last (in the same way, the big boss is coming to kill them). So the PCs either go fight the big boss (only to have him replace) or go on another journey to find a safe haven. Each involves a journey, a couple dungeon crawls, some side adventures, not to mention a lot of zombies. I figure by the time they save their townsfolk or destroy the local big villain, they're level 10-15 (maybe more) and can then start deciding what they really want to do as PCs.

[info]alun_clewe

July 28 2005, 05:24:54 UTC 6 years ago

One question comes immediately to mind: What about clerics? You've mentioned mages taking watch with detect undead, fighters standing ready to attack the zombies, rangers and druids tending the farms...but you haven't mentioned clerics at all. Of all the D&D classes, I'd think clerics, with their turning abilities, would be the most in demand in a setting like this! Even a lowly first-level cleric with a Charisma of 12 would be able to turn, on the average, about ten ordinary zombies a day, and of course higher-level clerics can turn much more, and not only turn them but destroy them outright. And that's not to mention all the anti-undead spells clerics can use--remember, clerics get detect undead too, but they also get at higher levels spells like searing light, hallow, and disrupting weapon (there's a really useful one!). If you're going up against undead, a cleric's a great person to have with you.

In fact, I could see in such a setting people having a practice of never setting out from the island without at least one cleric in the party. And clerics would certainly be used to man the island's perimeter; they could do so far more effectively than wizards and fighters could. Since clerics are so very valuable--and therefore, probably very respected and well-treated by the rest of the survivors--I'd think there'd probably be a swelling of their ranks; you'd have more people than before wanting to become clerics, and new and complex clerical hierarchies and organizations could form.

Or, of course, going the other route...maybe there are no clerics? Maybe the gods have withdrawn from this world, and that's part of why the zombies are such a problem?...

[info]alun_clewe

July 28 2005, 05:27:30 UTC 6 years ago

[info]highbulp: Are there any current restrictions on clerics or something...

For the record, I started typing my post before [info]highbulp's post appeared, so I didn't see his post before I posted...but this shows I apparently wasn't the only one who was wondering how clerics fit into this. ;)

[info]thanitus

July 29 2005, 18:24:59 UTC 6 years ago

"One question comes immediately to mind: What about clerics? ......
I'd think there'd probably be a swelling of their ranks; you'd have more people than before wanting to become clerics, and new and complex clerical hierarchies and organizations could form."


Well, regarding all that... the reason I didn't mention clerics was because I thought it was assumed that clerics play a very important role in society. However, I need a way to keep them form rising to the top and becoming the end-all-be-all of everything in the campaign world. I'm thinking of just limiting the numbers. Granted one can just wake up one day and serve a god, but that doesn't garentee that the god will give you spell casting abilities, ya know?

"Or, of course, going the other route...maybe there are no clerics? Maybe the gods have withdrawn from this world, and that's part of why the zombies are such a problem?..."

I'm currently working with the following "plot" regarding gods: they're dead. Plain and simple, lol.

I figure that gods draw their power form faith, so when half the world gets killed off they take a huge loss in power. Now the survivors' faith will begin toe fade as they wonder "oh god, why would you do this to me, etc", so there goes more power out the window. Before you know it, you have a pantheon of gods who've all lost their powers and are now nothing more then a shell of their former selves.

Now here's where it gets better. God exist because people believe they exist... so maybe the clerics are now worshipping a new god that they believe to have just been created. A god who can deliver them form the ashes and all that jazz. That might be changing things a bit to radically though.



~Ray

[info]beezelbubbles

July 28 2005, 05:24:56 UTC 6 years ago

"Are there any current restrictions on clerics or something (so you don't have a cleric running around with the sun domain smiting every undead they come across)."
Yeah... I play clerics almost exclusively, and the first thing that went through my mind was "Well, what happened to all the clerics?" I mean... dusting the undead is what they do. Well, and healing. (I don't play them this way, it's just how the rules for them are slanted. But that's a rant for another time and place...)
Other than wondering about the clerics... I think it sounds like it could be fun. It seems flexible enough to do a couple of one shots, or do a superhuge arc thing. Finding another place to live, maybe finding out what exactly happened, finding a cure/way to destroy the zombies once and for all... somebody within the encampment has been slowly feeding other people to the zombies to relieve crowding and they have to find out who it is. Or something. Ooh... crazy zombie worship cult out in the wilds, and they're cannibals... or something. I think that one needs more work. Heh. Or maybe it's silly. I dunno.

[info]thanitus

July 29 2005, 18:29:05 UTC 6 years ago

Actually, I like the idea of the crazy zombie worshiping cult. I plan to include some real whacked out HP Lovecraft type crap in there. I mean.. what good disaster or world changing event is complete without mobs of lunatics and ridiculous ideologies to go and muck everything up for the "good" guys? :P

As far as finding out what happened, do you think that that much responsibility should be placed on a group of low level PC's? Maybe I can make this a recurring "fun" setting where the PC's can come back and play in the world in between campaigns or something... eventually they're start play high level and be charged with getting to the bottom of the problem.. but for now they're just a bunch of level 2 schmucks stuck in the middle of an apocalypse, lol.

Do you have any ideas for storyline arcs or adventures or anything of the sort? I haven't put much thought into it yet, as I'm still really only designing the setting.



~Ray

[info]kojiro_james

July 29 2005, 00:23:50 UTC 6 years ago

How much of the world was razed by the Zombie Apocalypse? Perhaps there are unaffected areas that can send aid.

[info]thanitus

July 29 2005, 18:30:36 UTC 6 years ago

For the time being I'd like to keep the immediate area isolated. It adds more to the desperation feeling. However, I do plan on including more groups of survivors, maybe even big-ass kingdoms that have managed to hold out completely.



~Ray

[info]fagothic

July 29 2005, 01:35:06 UTC 6 years ago

Sounds interesting. I agree with beezel, it'd be great to do a huge arc involving the mystery and maybe a solution.

[info]cicadasilence

August 6 2005, 16:58:54 UTC 6 years ago

Excuse me for being late.

You could impose limitations on the number of clerics by having a treacherous sect of the villagers (who are somehow in league with the force behind the undead) assassinate any cleric who reaches high levels.

That way, you could have side missions regarding the discovery of the traitors, and a bunch of "moral dilemma" situations may arise. I always like watching PCs deal with moral predicament, especially Paladin/Cleric classes.
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