Stranded (REVAMPED campaign idea)
REAVMPED Version:
Here's one for you DM's that want a competitive survival campaign, that can break down into all for one scenarios.
Due to character backstory reasons, all the players are on a boat that's going across the ocean. However, tragedy strikes over the night, with a mixture of water anomies, the influence of angry gods on some other people that happens to spill over to you &, of course, the influence of a very excitable squid, has lead to the boat being destroyed & the players being stranded on a remote island.
Now the players must find a way to get off this island or single help, while also protecting their own daily needs. However this island is host to many unusual things that wish to do some very nasty things to the players. This can range from a nest of wolf spiders doing a daily hunt, to dangerous indigenous gnome people, to ancient gods decides to toy with the party, & even more things that can make the players time go horribly, horribly wrong!
After all of this & the time for the players escape is coming at hand, have one last crises come for the party, this one threating to kill them all unless they band together successfully. However if any of them decides to leave on their own, they will most likely be able to make it (so basically the highest stake game of the prisoner's dilemma). Recommended crises are something that is natural & can only be avoided by either bunkering down or leaving all at once.
If the players escape & don't have enough resources to make it to civilization [dm decides how much is need], the game will continue until they either get enough, remove enough players to be able to sustain enough, & or all die
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Original Version:
Here's one for you DM's that want a competitive survival campaign, that can break down into all for one scenarios.
Due to character backstory reasons, all the players are on a boat that's going across the ocean. However, tragedy strikes over the night, with a mixture of water anomies, the influence of angry gods on some other people that happens to spill over to you &, of course, the influence of a very excitable squid, has lead to the boat being destroyed & the players being stranded on a remote island.
Now the players must find a way to get off this island or single help, while also protecting their own daily needs. However this island is host to many unusual things that wish to do some very nasty things to the players. This can range from a nest of wolf spiders doing a daily hunt, to dangerous indigenous gnome people, to ancient gods decides to toy with the party, & even more things that can make the players time go horribly, horribly wrong!
After all of this & the time for the players escape is coming at hand, have one last crises come for the party, this one threating to kill them all unless they band together successfully. However if any of them decides to leave on their own, they will most likely be able to make it (so basically the highest stake game of the prisoner's dilemma). Recommended crises are something that is natural & can only be avoided by either bunkering down or leaving all at once.
If the players escape & don't have enough resources to make it to civilization [dm decides how much is need], the game will continue until they either get enough, remove enough players to be able to sustain enough, & or all die
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Original Version:
Here’s one for you DM’s that want a campaign where the main focus is survival.
The players begin the campaign traveling across some sort of vessel & during the night said vessel has somehow crashed into unknow/distance land. The players now have to survive in this unknow land with the other survivors & figure out where to go from their. But later, when things finally seem to be going good for them an unknow threat threatens them in a way that could spell their doom.
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