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Orc Campaign Companion for 5e

We very colloquially call it “The Orc Campaign.” I mention this from time to time – the most successful (and longest running) campaign I’ve ever DMed. It began as a one-shot to while away some summer boredom, and snowballed into my first stumbling attempt at a campaign that featured realm management and emphasized open (smallish) scale warfare and societal management. It wound up being the cornerstone achievement of my college-years gaming career.

Recently, one of my players from said campaign was kibitzing around Reddit (a worthwhile habit that I just never fell into) and noticed a request for information about running a similar kind of game. He asked if I had anything on hand I could send along to aid this DM. So I looked at my notes.

Grahhh!

Three separate editions and at least two hiatuses left my “Campaign Bible” a somewhat invoherent disarray. There was no way I could post that monstrosity on the internet. It was incomplete, unreadable to anyone but me (how do people write books for dead authors using their notes? Those must be a jumble of half-thoughts and suggested ideas! It’s madness!)

But if I could take the time to re-write it all…this time with an audience in mind instead of simply being a repository for my hastily assembled session notes – If I could re-write the campaign companion with advice on running the game and thoughts on how it should work behind the scene…then I might be on to something.

So I’ve decided to ever so slowly but surely start compiling an “Orc Campaign Companion” for use with 5th edition Dungeons and Dragons. I’ll be posting the bits and pieces (or whole chapters!) that I finish as articles here for comments and suggestions, to eventually bust out a more convenient and palatable PDF version. Potentially with new art and ideally some better formatting (yes, yes, I know, and iPad is not a replacement for a computer and doing PDF design in the Pages app makes me some kind of slack-jawed troglodyte). But between work, theatre, and running an active campaign it will be a slow process. Please bear with me – I think I uncovered some cool stuff in the seven some years of running this game on-and-off.

 
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Posted by on September 10, 2014 in Announcements, Editorial, Uncategorized

 

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D&D 5th Edition Release Update

Things are afoot for Dungeons and Dragons! So I wanted to pop in with a few editorial notes.

Though it may be a rolling release, 5th edition is, as of now, in the hands of the players! If you haven’t gotten a chance to take a look for yourself, the D&D 5th Basic Rules can be downloaded here.

In case you missed the details on Basic, the following sums it up: The most rudimentary rules necessary to run the game (Four most common races, classes, along with iconic class builds, monsters, key rules, etc.) are going to be released for FREE on Wizard’s website as a pdf called “D&D Basic.” At the moment this document only includes information for character creation, though by the end of the year it should be fleshed out with monsters and a slew of DM guidelines. This document will be enough for introducing new players to the game, though it won’t feature nearly the breadth of content that the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide will provide.

Going forward; for the sake of convenience, when I need to reference a page in “the rules,” my preference will be for the Basic document (since it is available to everyone). If I pull a monster or rule from the Monster Manual or other source, I’ll be sure to indicate it along with the page number.

Having looked the document over, I am very pleased with just about everything I have seen! The best changes from the playtest have been carried over, and further tweaks have pushed the game in a good direction (with some unexpected and very cool surprises among class abilities!) A lot of good work went into the playtest and I’m glad to see nearly everything survived.

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Also! on the off chance that any readers might find it valuable to their own games, I’m linking to the Obsidian Portal page that will follow the game I’m currently running. I’ve found myself with a large chunk of time with few responsibilities, so I’m attempting to hammer through the entirety of Murder in Baldur’s Gate. The PC game of the (almost) same name is one of my top ten video games of all time, so a tabletop expedition to my favorite part of the Sword Coast (or ANY coast for that matter) was an easy sell. Combined with the adventure’s casual structure and concise sequences, I’m looking forward to running a campaign that might be able to go from start to finish in a reasonable time span while staying satisfying to the players. But we’ll see. Plans and contact with the enemy and all…

       

 
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Posted by on July 6, 2014 in Editorial

 

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Conquest and Conclusions for 2013

     With 2013 finally wrapped up I cannot help but take the typical measures and review the conclusions that coincided with the end of the calendar year. I am, by my nature, a person prone to flights of nostalgia, and so I never need my arm twisted to write a retrospective. I had a very solid year as far as my life at the tabletop went, and wanted to discuss some of the milestone moments (both in general and personally). It’s an editorial, which I prefer to keep to a minimum on this blog – so I won’t shed a tear if you’re happier navigating right past this.

 Most obvious is the termination of the public arm of the D&D Next Playtest. Much of my trepidation about the state of the game was alleviated in this latest iteration. I think Wizards is hitting all the marks, and I’ve been evangelizing for this edition much more doggedly than even I had anticipated. And I’ve been earning converts in the process. I’m looking forward to the final release, but am happy to have, until then, a more than workable game in my hot little hands to continue enjoying in the meantime.

     The year also saw the start, conclusion, and delivery on a lot of titanically important gaming Kickstarters. Dwarven Forge rolled out their new line of much more affordable game tiles, Reaper Miniatures fired off a second wave of their (again, very affordable) Bones line, and countless other contenders  dove into the crowd-funding arena in an attempt to support your game (by first earning your support). There’s a lot more in terms of exciting projects popping up this year, so you’ll have no end of reasons to fling money at your computer screen.

     I finally took the time to start investing in a little fancy scenery as well. Being a lover of miniatures, I always want to enhance the table experience in 3D, and getting into the hobby of terrain crafting was a nice jumping off point. It granted me the confidence to try my hand at painting minis as well, and that has been a rewarding, (and time consuming) addition to my retinue of gaming interests.

       

     Most importantly, 2013 marked the end of the longest running D&D campaign I have ever participated in. It spanned eight years (on and off) and three separate editions of the game before it finally reached a climax just a few days before the termination of this past December. The game in question was the (admittedly) blandly named: “Orc Campaign” – a story in which each of the players portrayed a ranking warlord in a bloodthirsty raiding party sent by the Bleeding Blade orc clan.

     The impetus for this game began way back during the early days of our time with 3rd Edition (back before it was 3.Anything) in which I was asked one evening to run an impromptu one-shot. To break up the regularity of the game, the players wanted to try something different – monstrous PCs. Seeing as how we were all avid fans of Warcraft III (this was prior to there being any World of Warcraft!) we settled on orcs. They played their ruthless savages to the gory hilt, even developing a codified trophy system by which to measure who earned the most esteem in battle (based on how many spikes, horns, and skulls adorned your armor. Totally Metal. Totally Brutal). I capped that session off by pulling out character sheets from their regular game, and facing them off against the clerics and paladins they had played but a week prior (a nice switcheroo that I’ve made mention of on this blog before).

     That session was firmly in mind a few years later when The Orc Campaign began. The game was oriented toward realm and squad management; with each player having a handful of orc lackeys who were acquiring EXP and leveling up right along with him (albeit from a lower starting level). I drew up a map of the proposed kingdom for invasion, replete with locations that sounded interesting but were entirely undefined at the time.

     Despite the premise (Orcs, at war! How could this be anything but attack rolls!), the campaign was characterized by a great deal of roleplaying, secret keeping, wheeling and dealing. What I assumed would become a sort of strategy/invasion simulation quickly became “The Sopranos” + A Holy War + Dragons. The principle  thesis of the campaign was thus: How does a leader help a society predicated on “Might Makes Right” as the most important rule of law to flourish? 

       

      The players all had ambitions as to what orc society as a whole, and the horde under their command should be, but had to temper their progressive and often counter-culture agenda against the single-mindedness and violence of their subjects. Underlings challenged their leadership, and players challenged each other (ultimate decision making was kept in the hands of the “Warchief” who held his title through dueling). The worship of the orc God Gruumsh, was opposed by the deep roots of shamanistic tradition among their society, which clashed with the absolute control of the warrior caste. Then add to that one upstart player whose Warlock character had plans to use magical boons from bound demons to polymorph, and thereby “Orcify” the “lesser” races. Conflict abounded within and without. 

     So after years of twists, turns, tense standoffs, secret betrayals, desperate foes, tactics, cruelty, and triumph, we finally laid the game to rest. In the end, prophecy and mutual respect (or ambivalence) led each of the players to cast away their rivalries. They took up swords against their supreme leader; the High Warchief of the clan, and slew him. It was their wish to rebuild orcish society not as a dictatorship, but under the iron fist of a ruling council, where each faction had a check/balance over the other.

        

     Maybe that’s what happens when a bunch of American Humans play a horde of orcs? Or maybe there’s something inherently functional about democratic ideas? Especially when you can enforce that democracy at the tip of a sword (and do away with the whole “civil representation in government” business).

     I’ve kicked around the idea of scribing an “Orc Campaign Setting Guide” for use with D&D Next – most likely as serial supplements posted here at Save Vs. Weekend. I’m not sure if there would be much interest in that or not (since it would be less flexible than the usual material I’m interested in) so let me know what you think.

     Though I’m much busier these days than I was when this blog started 2 years ago (really?!?!) I still intend to keep up with it when time and content permit – especially with the next edition looming over the horizon. You can expect to see more encounters in the coming year, though more than likely they will arrive once, or at best twice a month. I like to be accessible, but thorough in my encounters, and that means taking a little more time on the writing end to save you time on the DMing end.

      Ideas? Comments? Gripes? Please, feel free to share them. As a narcissist I love talking about things I have written and am always happy to hear from you. Another year begins! Gird those loins. Gird them well….

 
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Posted by on January 20, 2014 in Editorial

 

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