Campaign Rules

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Feyworld is a fantasy campaign that tends towards the realistic (cinematic rules from GURPS are not used). The intent is to provide a setting that encourages verisimilitude and focuses on the players' characters storylines. Basically, the game is intended to be a 'sandbox' where players can play the characters they want to play and make the choices those characters would make... though there will be a defined 'starting place' for the game, the campaign is driven by the decisions players make for their characters. If the group decides to reside in a city and focus on adventures to be had there, that's what the game will be about... if they want to grab a ship and become pirates, find ancient ruins and dungeons to explore or just pick a direction and start riding that way, the game will support that.

The following information on the campaign is loosely based on the "Campaign Planning Form" in GURPS Basic Set 4th Edition p. 567:

Campaign Name: The Chronicles of Feyworld

Starting Year: The Fourth Age of Man, 1354 IC

Campaign Background

Campaign Starting Region: The nation of Dracia on the continent of Aurea

Society/Government Type: Magocratic Monarchy

Control Rating: CR 5 (Repressive)

Tech Level: TL 3 (Medieval), though tech level varies per region, from TL 0 (Stone Age) to the cusp of TL 4 (Age of Sail).

Inspiration: Game of Thrones by George R. R. Martin, The Belgariad by David Eddings, The Conan Series by Robert E. Howard, The Chronicles of Narnia by C. S. Lewis, The Drenai Series by David Gemmell, Druids by Morgan Llywelyn, The Lord of the Rings/The Hobbit by J. R. R. Tolkein, The Secret of Kells, Spartacus TV Series on Starz, the Renshai Chronicles by Mickey Zucker Reichert.

Information for PCs

Starting point value allowed for PCs: 125 (plus bonus Advantages gained from Central Casting: Heroes of Legend by Paul Jaquays, used to build character backgrounds)

Disadvantage Limit: 75

Especially useful/useless character types: Anything can be useful, nothing is useless. If you want to play it, go for it.

Especially appropriate/inappropriate professions: Again, anything can work. Adventure and political intrigue often come into play, but playing a 'fish out of water' who's struggling in both elements can be fun as well.

PC races allowed: Dwarves, Elves, Half-Elves, Half-Orcs, Halflings, Humans, Lizardfolk and Minotaurs are allowed, though much of the world is extremely humano-centric, so there are consequences for playing non-human races of various degrees of severity.

Starting Wealth:

Starting Wealth levels allowed:

Starting Status levels allowed:

Starting TLs allowed:

Languages available:

Cultural Familiarities available:

Required advantages, disadvantages and skills:

Especially appropriate or inappropriate advantages, disadvantages and skills:

Appropriate Patrons (and base value): TBD.

Appropriate Enemies (and base value): TBD.

Special Abilities Allowed for PCs

Exotic/Supernatural Traits:

Cinematic Skills: None.

Are PC mages allowed? Yes.

General mana level:

Do areas of higher/lower mana exist? Yes.

Are any of the spells from Chapter 5 off limits?

Are PC psis allowed?

Are any of the powers from Chapter 6 off limits?

Are PC gadgeteers allowed?

Are there special limits on gadgeteering?

Unusual Background cost(s) for these abilities:

Legal or social restrictions on these abilities:

Other Notes

Optional Rules or Variants:

Are PC psis allowed?

 
This article is part of the Feyworld Sourcebook

Introduction ·  Geography ·  History ·  Culture ·  Races ·  Magic ·  Religion ·  Rules

GURPS Rules

Campaign · Character Creation · Advantages · Disadvantages · Skills · Magic · Psionics · Templates · Equipment · Character Development · Sourcebooks