Sorry I’ve been quiet but between summer time, starting a new campaign and getting ready to run a convention things have been hectic. I’m still puttering away on this setting but I need to go over things and rejuvenate myself. In the meantime though, this is a look at the new D&D game I’ve started.

Reasons for a new Campaign

Well, our Invisible Sun game started to sputter. There’s a lot of good in the game but the system is simply bad and the directed campaign is horribly mismanaged and less than helpful. So we decided to shelf it for the time being and return to “comfort food” i.e. D&D. The goal though is for me to use some of the things I’ve been reading, listening to and watching to up my DM game and for us (the group) to use elements from Invisible Sun to make a truly amazing D&D game. Ghosts of Saltmarsh matches up with the sort of setting I was working on for Fantasy Age so that choice was a no brainer.

Session Zero

We actually started this game with a Session Zero so the players and I were all on the same page in terms of table behaviour and rules application.

Our Session Zero Notes

Experience

Milestones will be used instead of XP. Characters can level up in town or during a long rest.

Player, Behavior, Game Behavior & DM Expectations

  • We’re okay with alcohol at the game as long as it’s not disruptive.
  • Cellphones and digital devices are okay as long as they aren’t disruptive or distracting. Some people like digital character sheets, spellbook apps and so forth.
  • If a player isn’t paying attention when their turn comes up they will be skipped.
  • Keep discussions civil and non-political (especially no right wing politics). Try not to just randomly play with dice and other distracting fidgeting.
  • Players will only roll when asked. Lead with the fiction (i.e. describe what you’re doing in narrative terms) before rolling. If what you’re attempting makes sense then it may happen without a die roll. Dice are for when success or failure is interesting.
    • Example – Rather than “Can I roll persuade on the guard?” go with something like “I’d like to persuade the guard that there’s hot stew on down at the tavern and I’ll watch his post while he grabs a bowl”
  • Player vs. Player is not a thing we like. The characters are a team, crew mates with history. Small disagreements and tensions are fine but game arguments are to kept to a reasonable length and players will check in with each other if there is IC tension to make sure there is no Out of Character tension.
    • Dice rolls and skill use against other PCs is allowed, within the above parameters and as long as the other player(s) agree. If it becomes disruptive then it will be disallowed.
      • No stealing from fellow party members.
  • Characters can keep secrets but do not hoard plot. If it’s a background secret it will not impact game unless it’s mentioned and shared.
  • Work together and share the spotlight. Have similar goals and clear goals when it comes to what your character wants to accomplish. Help one another to do so.
  • Player Discomfort – Wheaton’s Law applies, player health is important so don’t be a dick. If someone is uncomfortable with either in-game stuff or out of game stuff then it stops.
  • When it comes to player agency, when things like Charm, Suggestion, Lycanthropy etc. occur, the player continues to play as long as they stay true to the story and the power in effect. The DM will take over if necessary. In cases of loss of agency due to things like being turned to stone, there will be cures available though they may take time and effort to procure.
  • When it comes to encounters etc. the DM will be fair but not all encounters are equal. Some encounters will be very easy but some much harder. There will be no penalty for fleeing if necessary and opponents will give chase based on logic not maliciousness.
  • In terms of meta-knowledge (such as knowing how Trolls react to fire), tell the DM why/how your character has that knowledge. If the reason is good and makes sense then it’ll fly.
  • Do not min/max your character but optimizing is okay. Don’t step on other people’s toes though.
    • Example – if you’re make a character don’t set out to make them sneakier than a Rogue if there’s a rogue in the group. That’s their thing and they’ll be allowed to do their thing without being overshadowed by another PC.
  • The characters have ties to one another. Lone wolf characters will not be allowed. D&D is a game about a party of adventurers, not a hodge podge of loners.
  • If you go about murder hobo-ing your way through the game there will be logical repercussions. That is not the game we’re here to play.

The DM

  • DM Style – I tend towards improv and little prep but part of my goal with this game is to break that routine so I will be doing more prep than usual. We will aim for Rules as Written (exceptions noted below). If there is a rule dispute, the DM will make a ruling and we’ll move on, looking it up later. We will be using Ghosts of Saltmarsh as the basis for the campaign but also allow lots of space for player driven plot.
  • Game will require at least three players.
  • Players will have narrative authority in that they can add to the game or the setting provided it is not silly (no “Bob The God”), abusive, contradictory to established facts, or designed to give their character a mechanical benefit and adds to the experience at the table.
  • Describe NPCs, with pictures as available.
  • Have recurring NPCs, ensure that not all of them are out to screw the party.
  • Encourage Dynamic combat via the use of minis, maps, battle music, description and a changing environment.

Ethical Concerns & Topics

  • When it comes to extremist views in game those who hold them are inherently evil. Some races may dislike others, some societies may be matriarchal or patriarchal but anything beyond that (like say killing or enslaving all the members of a specific gender) is inherently evil.
    • Example – elves and dwarves may dislike each other and have even had wars. The Drow on the other hand see all others as inferior and wish to enslave or eliminate all of them.
  • When it comes to attraction and sexual situations things will fade to black at the point it gets physical.
  • Rape and sexual assault have no place in a game I run.
  • Slavery – Some NPC races do slaving but it is an obviously evil act. If PCs are captured as slaves they will have opportunity to escape.

Character Creation

  • Character Questions
    • What is one thing you want to accomplish?
    • What was your job on board the ship?
    • What keeps you here in Saltmarsh?
  • Character stats are by Point Buy
  • Alignment is not needed unless it is crucial to your character concept. I prefer “play your character” as opposed to “play this moral/ethic mix”.
  • Players are encouraged to have Dramatic Poles for their characters
  • Races and classes from the official books are fine. Anything from Unearthed Arcana of Volo’s Guide will be allowed and a case by case basis. No flying races allowed.
  • You can make non-mechanical tweaks to the races/classes. Things like Arctic tundra dwelling elves or pro-wrestling like Bards etc.

Game-style, Character Lifestyle

  • This is an ongoing campaign with interconnected plots set in the Saltmarsh region of Greyhawk. There will be plenty of opportunity for player driven plots and stories.
  • The game will run from 1st to 13th level. At that time if the majority wishes to continue we will do so.
  • In game, adventurers are generally seen as favorable as they have a great deal of disposable income and it is regarded as a legitimate profession. Despite this, people are a little wary of adventurers because anyone who risks their lives so often must be a little “off”.
  • When it comes to the in game politics and factions, PCs can join in the fray. They can run for town council, they can be lobbyists, etc. etc. The only exception is that no PC can join the Scarlet Brotherhood as they are, essentially, Nazis. Racial purists who engage in arcane experiments on others. They are villains, through and through.
  • Standard backgrounds are allowed as are the ones in the Saltmarsh book.
  • Feats from official published material are allowed.
  • When it comes to mounts there will be no flying mounts. There may be rare swimming mounts. The Unstated Mount rule is in full force (if you don’t make me look up mounted combat rules, I don’t go out of my way to have your mount die a horrible death)

General Mechanic Rules

  • Passive skill checks will be used as much as feasible for Perception, Stealh, Investigation, Arcana etc.
  • Downtimes will be used. The extended list from Xanathar’s will be used as well as additional actions available in the Saltmarsh book. Dowtime periods will be decided by the DM at the end of session.
  • Using a potion on yourself is a Bonus Action. Using one on someone else takes an action. Careful reading of the rules indicates that using Mage Hand to use a potion on someone else is not allowed (Mage Hand cannot activate a magical item).
  • Potions have expiry dates to encourage them to be used rather than horded.
  • Potion miscibility table is in use.
  • The optional rule for NPC morale is used. Sometimes NPCs may flee or surrender. Fleeing NPCs may alert others to the party’s presence.
  • Each character will start the session with Inspiration. The DM will remember to be generous in handing it out in accordance with character ideals, bonds, flaws etc. In order for it to be earned that ideal, flaw or bond must directly lead to the character getting into trouble/danger etc.
  • Inspiration will be tracked with metal coins.
  • Inspiration is spent after the die is rolled and the result is determined.
  • When “Aiding another” the character must be proficient in the skill being used. The player must specify how they are helping.
  • When it comes to failed rolls for things like picking locks, disarming traps, persuading people etc. we will use the Let it Ride idea. The result stands unless something drastically changes the situation. A failed check to open a lock, break down a door, do research etc. may still succeed but at a cost in terms of time, equipment, noise etc.
  • Critical hits mean you roll double the dice and then add modifiers.
  • Critical misses mean you miss. No further effects.
  • If you are hidden and attack you give away your position. Even if you hide again, opponents will look in or attack the spot you were last at. Being hidden is broken if an opponent establishes line of sight on you. Hidden creatures cannot be targeted by things that require line of sight.
    • Line of sight cannot be established with invisible creatures.
  • Traps will use the following for detection.
    • It is assumed that characters are always on the alert for traps. No roll is needed.
    • Right before a trap is about to be triggered the lead character may make one of two rolls asked for by the DM to avoid it. Generally either Investigation or Acrobatics. Success means the trap is avoided and the rest of the party can also navigate the ares safely.
    • If the party knows all three of the following then no roll is needed. If they know two of the following then the roll to avoid the trap is made with Advantage.
      • Foreknowledge that the specific trap exists
      • Precise location of the trap
      • Specific trigger mechanism.
  • Traps may be used against NPCs.
  • The DM will use group initiative for creatures of the same type. Named NPCs and boss monsters will roll independently.
  • NPC vendors will sell items for base price, barring story reasons like shortages etc. They will buy items that are useful to them at 25% of the base price. There may be items that vendors don’t need.
  • There are no magic item vendors, aside from low grade potions. There is an NPC who specializes as a magic item broker who can try to find things for a cost.
  • Attuning to an item will tell you what it does.
  • Magic items do not resize. The Mending spell will resize a magical item.
  • Spells in official published material are fine. Spell casters are expected to know what their spells do.
  • The Grease created by the spell is flammable.
  • Teleport effects make a small popping sound as air rushes in to fill the vacuum.
  • Short rests are 20 minutes long or so. You can take up to four short rests in between long rests.
  • If you sleep in heavy armor you wake with a level of exhaustion.
  • Players will roll their hit points at each level after the 1st but if you roll less than what the class would give you (i.e. a fighter gets 6hp per level) then you get the static amount.
  • Characters whose player isn’t present are either in the “character bag” if the party is in the middle of an adventure or otherwise unavailable if the party is in town. They cannot be interacted with in any way.
  • Group rolls (1/2 the group or better…) are not used. Characters succeed or fail on their own merits.

Death, Resurrection, Resting

  • Death is a possibility. If so characters come back at the same level as the party with gear based on the “starting at a higher level” chart. New characters must have a tie to an existing character. In the case of a TPK we’ll play it by ear as to what happens.
  • Resurrection magic is as per the rules.
  • Rolling a “1” on a death save does not count as two failures. Rolling a “20” returns you to the fight with 1hp.
  • Massive damage kills you outright, there are no death saves at that point.

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