I'm sure we've all had the conversations about the economics of the D&D world - the price of commodities according to the DMG, the incredible wealth required to build an inn, the effect of dragons and insane druids on trade routes. If you haven't, or you didn't care, now is the time to stop reading. I'm interested in running a campaign where several (3/4/5) medium/ high level characters are given the task of building a town and establishing a trade route in a D&D world. I haven't done much work yet, as I want to gauge interest, and see what character concepts people come up with. Much of the game will be played by e-mail/irc/etc discussions, letters, plot^Wsche^Wplanning, and so forth, with actual gaming for important or in-person events. This will probably be on weekends, maybe once a month (or more often if people prefer). The world: - Early to middle Renaissance, with some middle-ages hangovers. The characters are from a nation rich from trade. They're cut off from the rest of the continent by mountains and marshes, so most trade is by sea. Recently, a reasonably safe pass through the mountains has been discovered. There are some very good potential trade partners beyond and in the mountains. - There is magic in the world. The more powerful wizards/clerics tend to congregate in slightly xenophobic schools and academies. Also, magic isn't seen as a very aristocratic pursuit. As a result, characters will be limited to a few levels of spell casting classes. Also, the world has very few powerful magic weapons on the open market. - The characters will most likely be ex-adventurers from the rich merchant/poor-but-ambitious noble class. I'd like to know what the interest is like, and how people would be interested in running the game. Mark.
participants (1)
-
Mark Dunne