Abydion, the Fifth City
- Basic settings from the Same Page Tool
- The general play style is intended to be mainly player-directed, with a steady stream of in-world events for player characters to interfere with, job postings for them to follow up on, and opportunities for them to ignore all that and pursue their own objectives. There will not be a “main quest” or prearranged plot.
- This will be primarily an urban sandbox campaign. By this, I mean that, as the GM, I will provide a city setting in which things will happen independently of the player characters and I will make the players aware of these things using methods such as news postings, job boards, and NPCs who can provide rumors about what they know of. It is then up to the players to decide whether they want to follow up on any of these events or to do something else on their own initiative. Players are not expected to follow up on every plot hook they encounter. Events may occasionally arise that the PCs are not able to ignore, but they will be the exception, not the rule.
- Given the urban setting, I expect a social and/or political focus most of the time, although, if players want to go dungeon-delving, Abydion sits atop the ruins of four cities and a Starwalker stronghold, or if they just want to bash some heads, there’s a barbarian horde outside the walls, so those are options, too.
- Combat is not intended to be the primary activity in play, although it may sometimes be unavoidable and, if the players choose to seek it out, it will definitely be available. If and when a fight breaks out, the Mythras rules provide a “Luck Point” mechanism which can be used to reduce potentially-deadly wounds to merely temporarily incapacitating, but it will still be quite possible for characters to be killed or permanently maimed in combat, so starting fights lightly is probably not advisable.
- Player characters will eventually be able to rise in power and influence in various organizations (guilds, cults, etc.), found their own organizations, or even settle their own cities or build nations. Players are encouraged to adopt goals such as these for their characters and to pursue them actively.
- Adventures will initially be paced at a rate of 1-2 per in-game year. While this rate can be tweaked based on group preference after play has started, I want to keep them spaced out enough to allow time for large-scale world events to occur and for character Aging to be a factor in the game. If the campaign lasts for long, expect to see characters die of old age even if they avoid death in combat.
- Players are strongly encouraged to have two characters in the city at any given time and they may have more if desired, although only one will be actively played at any given time. This will allow for both the ability to choose an appropriate character for any given adventure and quick availability of a replacement characters in the event of untimely deaths. Character Advancement rules will be tweaked to support this and to allow inactive characters to continue developing.
- Character Wealth will be largely de-emphasized, most likely through the institution of Tekumel-like clans and/or the use of a “Drunken Debauchery”-type table. I haven’t really decided on how to handle it at this point, so any requests/suggestions are more than welcome.