[Campaign] The Dreamwalkers
I'm a month or so away from starting my FH game, and as I pull things together, and the campaign gels, I will post things here, along with a campaign log after it starts
The basic background idea for the world was something that was half Swords and Sorcery and half High Fantasy (yeah, I know sort of muddled), and in the end I decided to use a champions/dark champion approach - parts of the setting have one feel, parts another.
The world is pulling out of the dark ages, and there are great swaths of desert and empty space between city states, and some larger areas of civilization. There are still organizations and communication between long distant place.
My magic system feel and background is stolen strait from rolemaster - originally there was one magic "Eldritch" that was just the study of magic. After a huge even that pretty much knocked the world back to the stone age, magic was developed into 3 distinct disciplines - Magic of the Mind, Soul and Body (or Mentalism, Divine, and Arcane). There are other types of magical abilities, but that is the only "spell based" magic. The other types of magic include special abilities that are trained to (such as Ch'i or Holy Knight divine powers), cheap little 1 & 2 pt minor magic (called Knacks) and gifts of the Gods (special magical 'package deals' that follow a theme).
The name for the game comes from an ability that all the PCs will share - they can see things in dreams, and have gained some other specialized talents because of that. They are also figures of prophecy, though no one really knows that yet (The prophecy stuff borrowed heavily in style and tone from David Eddings' Belgariad).
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
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