Bringing Out Your Dead

Warp 1......Engage......

Been listening to a lot of the D&D Podcast from wizards.com lately – and it’s a surprisingly useful resource for ideas. The episode titled “Dungeons” (in which devs relate anecdotes of favorite/best/worst dungeon uses & encounters) was particularly helpful.

I’m shooting for Bringing Out Your Dead to be a fairly straight-forward campaign (no crazy spaceships, firearms, excessive anachronisms, etc.), but with a little twist or “hook” attached to each location and encounter. I want everything to feel familiar – in that classic D&D-flavored way – but with a hint of strangeness, absurdity, or horror attached: “normal” enough to have the PCs feel comfortable and capable, and “odd” enough that they aren’t always on truly stable footing.

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Neonsheep

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