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Luca Ambrogiani (CrawlingChaox)
23 followers -
My undertaking is not difficult, essentially. I should only have to be immortal to carry it out.
My undertaking is not difficult, essentially. I should only have to be immortal to carry it out.

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Hello everyone! I'm planning my first large-scale campaign using Shadow of the Demon Lord, so I thought I'd ask the esperts.

I've been thinking about running a West Marches-style game (in other words, with a heavy sandbox component) and ultimately I choose Shadow of the Demon Lord as the ruleset for the campaign. The class system adapts perfectly to what I had in mind, and the ubiquitous random tables are a godsend.

Now, a West Marches game usually revolves around the exploration of some wild frontier. I thought I'd merge that idea with the basic premise of SotDL by making the uncharted area a vast, blasted wasteland in which a powerful artifact (left deliberately generic), one that could save the world from the Hunter in the Void, has been lost. The PCs will be part of an organization tasked with the retrieval of said artifact, a quest involving a good deal of exploration and dungeon crawling, as it happens.

Now, what do you think are the best rules sub-systems in SotDL that would go well with this sort of campaign? I'm leaning towards anything that resembles the OSR type of play, and I'm also interested into making the game gritty and exploring different types of character development (building fortresses and settlements comes to mind--I have at least two players very much into that).

Also, does SotDL suffer from cutting out the Sanity rules? I love them, but my group plays a lot of Call of Cthulhu and I feel that for this sort of campaign Corruption might be enough.

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Greetings, investigators and keepers. I need help from those who have run the Horror on the Orient Express campaign in the past, those of you who have read it and are familiar with its contents, or even those who have played it as Investigators to its end.
I'm not including spoilers in this message but the discussion might, so you're advised!

Apparently, the stars are right: I will be running HotOE next summer. It will be an intensive thing, playing several hours a day for a period of roughly 10 days. Apparently, me and my group are already down on Sanity points.

While I want them to enjoy as much of the campaign as possible, I don't want the whole thing to feel rushed - and since HotOE is so long, I might have to cut some of the optional scenarios. What are the ones that deserve the axe, in your opinion?

My terrified and broken characters thank you for your input. For your convenience, the scenarios are:
The Blood Red Fez
The Dreamlands Express
The Dark Crusader
Sanguis Omnia Vincet
The Simulacrum Unbound

[Crossposted from: Call of Cthulhu RPG community on Google+]
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Greetings, investigators and keepers. I need help from those who have run the Horror on the Orient Express campaign in the past, those of you who have read it and are familiar with its contents, or even those who have played it as Investigators to its end.
I'm not including spoilers in this message but the discussion might, so you're advised!

Apparently, the stars are right: I will be running HotOE next summer. It will be an intensive thing, playing several hours a day for a period of roughly 10 days. Apparently, me and my group are already down on Sanity points.

While I want them to enjoy as much of the campaign as possible, I don't want the whole thing to feel rushed - and since HotOE is so long, I might have to cut some of the optional scenarios. What are the ones that deserve the axe, in your opinion?

My terrified and broken characters thank you for your input. For your convenience, the scenarios are:
The Blood Red Fez
The Dreamlands Express
The Dark Crusader
Sanguis Omnia Vincet
The Simulacrum Unbound

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Pathfinder, Rise of the Runelords. Ready to take on Fort Rannick.
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RpG collection.
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Good stuff.
The Call of Cthulhu by Gwabryel.
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