While digging through some boxes I found a notebook that had early sketches of the ALMOST Campaign world and the classes that would shape it. I remember jotting these all down during a lunch break at work shortly after I had run a couple one-off's. This time period (fall 2015) marked the groups departure from D&D 5e and Pathfinder into OD&D & Swords & Wizardry. Initially ALMOST was a darker version of Blackmoor before evolving. Weekly games and 20+ players over the years has led to some amazing friendships and a Campaign world that lives on as other players now DM their own games, shaping ALMOST into their own visionary world.
Most of the early adventures were all location based adventures in and around the Dar'Forge area.
The players recovered a body, saved a Mayor, took out a crazed Owl bear and explored the Mountains Of Rust where they eventually came across the Tomb Of The Metal Mage. It was this Tomb that led to the creation of The Metal Mages, their history and the 18 Arahants of Glitterdoom.
The players recovered a body, saved a Mayor, took out a crazed Owl bear and explored the Mountains Of Rust where they eventually came across the Tomb Of The Metal Mage. It was this Tomb that led to the creation of The Metal Mages, their history and the 18 Arahants of Glitterdoom.
Armigers were the last class to be added to the Campaign world. They just grew organically through the evolution of gameplay. The class would also see the introduction of flint-lock firearms into ALMOST, which really shook things up. I would eventually place severe limits on Firearms and their use and accessibility in the Campaign. At this point in time the God Engines had not yet been introduced into the world nor The Opanatheds Of Thek which would become central to the 5+ year weekly campaign.
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