While mowing the lawn yesterday, I heard sirens and had one of my off the wall thoughts. What if you died and didn’t know it, and could only do the thing that you were doing for eternity?
That’s potentially a terrible curse. But I went with the idea and let the ideas bubble up as i continued to mow.
I have an idea for a new AD&D campaign and want to have fun with it, so I put together some quick notes on my phone in Evernote, when I took a break from mowing. I then cleaned them up and added more ideas below.
- When I was still on the same thing for eternity idea, I thought about this making people think about their eternal future and learn things that would make them have as much variety as possible in how they do things. For example, learn 100 or 1,000 ways to cut the grass, or maintain the lawn. This will prevent boredom/monotony.
- I further imagined literate cultures having lots of books on 100 ways to do 100 things, or long lists of ways people have died and ways to deal with that. Pre-literate cultures would have intricate oral traditions taught by the elders on such matters.
- The idea of dying in childbirth was very unpalatable, and how to deal with that? Perhaps a belief that the mother and child are united together in eternity exploring and learning from the cosmos.
- This and other horrible ways of dying lead to the idea of nuance, and not being literally the only thing one does for eternity. I am sure one burned to death could be seen as involved with fire in the afterlife, as a shooting star, lava flow, etc. Or they become a fire elemental or other creature on the plane of fire!
- I further imagined literate cultures having lots of books on 100 ways to do 100 things, or long lists of ways people have died and ways to deal with that. Pre-literate cultures would have intricate oral traditions taught by the elders on such matters.
This lead to the idea of birth and death augurs, and the points that follow:
- All humans – Characters are all humans, with rare exceptions. Demi humans arrive via random gates from other worlds. For some reason, the idea of an all-human party is appealing. Maybe the first character for each player has to be human, and future characters can be something else.
- Birth augur determines class and other affects, etc. Use DCC until generate own lists. Players write a paragraph or two to weave together class, secondary skill (if AD&D), and birth augur.
- Birth order to get 7th of 7th son/daughter, etc. If roll 7th of 7th son/daughter, get plus 1 to Intelligence and Wisdom, or other cool bonus. Social class, rank, parent’s occupations, season, month, etc, all play a part.
- Parents would want children to carry on the family business, but if the birth augur says differently, then parents are reluctant to challenge the way things are.
- Making a character with a class that goes counter to the stats. A high strength for a mage, for example, might indicate one bucking the trend of their birth augur. This should call for interesting role play situations.
- Death augur, roll on table, determined at birth. Thus the characters have it at the start of the campaign. Age, season, circumstance, activity, such as battle. Search real world augurs of birth and death. This should encourage players to be heroic and if they are slain, to go out in style.
- All groups, human and monster believe that what one is doing when they die will determine what they do in the afterlife for eternity. Those slain in battle might be involved in eternal war. The nuances of the death could point to something else related to that circumstance. For example, slain by ogres could mean you awake in a new world where ogres are friendly and you have to work past your issues with ogres to move on. Or you could be re-born as an ogre….
- Note, raise dead forces a re-roll of birth and death auguries. If identical, signals a blessing from the powers. If vastly different it signals a mark, curse, burden, or quest is demanded to lift or rectify it. If one is the same and the other is different, it presents a fun roleplay opportunity.
- Those who desire a long life avoid the things that signal the possibility of their death.
- Certain death – there is a saying, “While death comes to all that is, the only certain death is one that is foretold.”
- No fear of death. Fate, luck, etc. all play a part. If character knocked down, but ruled by the DM as not part of his death augur, “flip the body” like in DCC, and just badly injured. Possible permanent injury table.
- I like the idea of no set alignment, but those on the side of civilization and law, and those on the side of monsters and wildness. More of the law & chaos of original D&D. I had the idea for the name of a rule set, “Heroes & Anti-Heroes.” Those on the side of law are heroic and those on the side of chaos are the opposite. Not necessarily cowards, but their great deeds are infamous rather than heroic.
- Undead and those who seek to cheat death would be chaos and hidden cults. A lich would be the ultimate in an attempt to cheat death.
- Demons would be those powers out to trick the susceptible into resisting death at all costs. The “blessings” from the demons would be life as undead.
- Call Turn Undead “Banish Magical Abomination”, and druids would “Banish Unnatural Abominations”. Let druids turn undead at 2 or 3 levels lower.
- No set deities. “The powers”, “great ones”, generic name for all the deities. Few groups would worship a specific deity.
- Any tribes/groups/nations/cultures that don’t follow the birth/death augur tradition will be viewed as “wrong”. This should be rare and not encountered in the core of the campaign region.
This whole idea helped me to see undead and law vs. chaos differently. It is not as confining as one imagines.
This also feels like the idea for a book. Hmmmm…. Not until I get the first draft of the final chapters of the novel I have yet to finish.
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