Wednesday, September 24, 2008

A new name and a campaign intro

All great campaigns need a name, right? I actually didn't know this until I read Ben Robbins' post on the topic (written in 2006, stumbled upon by me yesterday). It got the gears turning, though, and I think I've finally settled on a name for my Points of Light fantasy campaign, to be run using Savage Worlds. Here's the intro I'll be distributing to the players:

The Autumn Frontiers

The world is an unforgiving place. We forget this sometimes. A well-honed blade can safeguard a man's family. Strong walls can hold back invaders. And a disciplined army can protect an entire realm. But what would happen if these mainstays of civilization should falter?

This is the world of the Autumn Frontiers. After decades of bloody conquest, the high lord's army is pulling back, ending an ill-fought campaign and abandoning the frontier to the barbarians and savages. But even in defeat, an enterprising few can find opportunity. Soldiers returning home whisper tales of ruined fortresses filled with plunder unimaginable, of foul raiders that stalk the moors at night, of windswept mountains that hide the armories of kings. Evil has crept back into the world, nipping at the heels of the fleeing soldiers. Will you venture forth into the wilderlands?

Autumn Frontiers is a fantasy game for Savage Worlds, set in an untamed land that has shaken off the trappings of modern civilization. Exploration, discovery, and survival are the game's key themes, and every major decision will be left to the players. This style of roleplaying cuts both ways: If the players choose not to rescue a convoy of traveling mages, for example, then the wizards' arcane plunder will no doubt fall into the hands of fiendish outlaws — and these foes will almost certainly use their newfound power to exert greater control over the lawless lands. Similarly, rumors of a loot-filled dungeon may prove to be little more than conjecture if a rival band of graverobbers raids the catacombs first. Decisions have consequences.

Since there's no linear plot in this game, you shouldn't feel compelled to react in any particular way over the course of the game. You won't hurt my feelings. Every choice you make is one more chapter in the unfolding saga of the Autumn Frontiers.

1 comment:

Dave The Game said...

I've actually found that technology (lately, my use of a wiki) has forced me to name more things than I normally would.