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  • File : 1252381931.jpg-(9 KB, 300x240, OZ.jpg)
    9 KB Anonymous 09/07/09(Mon)23:52 No.5768383  
    Hey, /tg/. Every time I post a thread asking about making a campaign based around the Oz HBO series, it dies off, mainly because I doubt many people have seen it.

    So, how about this? I'm looking to make a campaign in which the player characters are prisoners in an experimental prison. The reason it is "experimental," is that the prisoners get much more freedom than they would get in the typical prison, at the cost of having to take a job of some sort around the prison.

    Obviously, the game would be heavy on roleplaying, because characters that prove too violent will be shipped out or killed waaay too fast. The goal of the game would be, essentially, to survive life in prison by any means necessary.

    The campaign will revolve around rather dark elements, such as rape, torture, drugs and murder, however, I think my players will be able to handle it, though.

    ITT: Help me make a campaign in which the players are prisoners.
    >> Anonymous 09/07/09(Mon)23:52 No.5768391
    use f.a.t.a.l.
    >> Anonymous 09/07/09(Mon)23:56 No.5768427
    >>5768391
    One of my players jokingly told me this. The system I intend on using is a modified version of the 3.5 system. It will be modified to make combats a fuck of a lot grittier, and I will make sure that spell components are strictly enforced (so that casters in prison have to smuggle their shit in).
    >> Anonymous 09/08/09(Tue)00:16 No.5768635
    Alright, so...nobody is really biting. I'll just post up a couple of the race groups I have going:
    Elves: Fucking elves. Faggots, all of them. In this campaign, the elves of the prison will be a race group AND a sexual orientation group. They'll do anything for you, get anything for you from the outside, so long as you give yourself up to them.
    Dwarves: Tough. Aggressive. Many are part of an extended family. The dwarves will likely function as some sort of family-based mafia.
    Half-Humans: The gang goes by their human blood as a reason to bond together. Composed primarily of half-orcs and half-elves, the occasional half-dragon or half-fiend or some other bizarre half breed has appeared every now and then to assume control until the Warden realizes they are too powerful to be contained in such a place as this.
    >> Anonymous 09/08/09(Tue)00:19 No.5768679
    Orcs: Obviously niggers. Have a good third of the drug smuggling that goes on in the prison under their belt. In-fighting and new leaders are abound.

    Adventurers: A gang not based on race, but on an occupation that seems to inexplicably bind some groups together. The adventurers in this prison aren't the greatest of forces, since they were captured by city guards and arrested, but they are still atypical unscrupulous, racist, violent adventurers, and they pull some crazy shit off.

    Wood Elves: As opposed to their faggot "high elf" cousins, the wood elves are racial supremacists with a hatred for any race but their own, but a greater hate for the high elves for shaming the elven race with their sexual promiscuity and deviant actions.
    >> Anonymous 09/08/09(Tue)00:23 No.5768725
    Humans: Although they are top dogs on the outside world, imprisoned humans band together out of fear. Although there are several gangs of humans situated in the prison, a good amount of them band together for protection and a desire to leave the prison.

    Halflings: Sly manipulators, the halflings are in an alliance with the gnomes, both of which control all drug trade that the orcs do not hold. Halflings, due to their physical inferiority to other races, have found the need to surround themselves with allies, and have very close ties to the orcs, who provide protection and fall-back for taking the blame for drug transactions in and out of the prison.

    Gnomes: Crafty drug craftsmen, poisoners, and weapon specialists, gnomes are masters of improvisation inside a prison, capable of construction weaponry out of material one would never have thought could be used for such devious purposes.
    >> Anonymous 09/08/09(Tue)00:28 No.5768791
    Alright, now, in terms of rule changes. I was thinking, just to make things a fuck of a lot easier for the design of the prison, to run this shit with the E6 rules system (which provides a level cap of 6 for characters)

    In addition to using this system, I was desperately trying to think of a way to make combat a lot more faster, so that prisoners could get shots in on each other before the guards could stop them.

    Some ideas that crossed my mind included making characters automatically subject to critical hits when flat-footed (shanked from behind), and adding a critical hit chart that would have lasting negative effects on characters that were severely injured.

    However, this does not allow for combats in which both characters are aware to end quickly and with severe injuries (but maybe that's a good thing? That way, guards can break up those kinds of fights unless the characters go out of their way to set up a place to go all out on eachother?)

    Does /tg/ have any ideas on how to modify 3.5 so combats are faster and deadlier?
    >> Anonymous 09/08/09(Tue)00:32 No.5768824
    >>5768791

    Why yes sir.

    I have a house rule: for every 10 point of damage dealt to a target, it is knocked back 5 feet.

    Makes for some great KOs, especially when walls have coat-racks, spikes or something similar.

    Or, you know, when there's a giant pit...
    >> Anonymous 09/08/09(Tue)00:32 No.5768831
    >>5768791

    For combat aftermath, i suggest heavily using Warhammer Fantasy Roleplays tables.

    Both for magic and combat. Nothing more experimental than magic going haywire, disease and infection rampant, scars abound, and limbs falling off like apples during harvest.
    >> Anonymous 09/08/09(Tue)00:32 No.5768836
    Don't boil elves down to cumdumpsters, make them more like the mexicans, with their funny language and shitty rituals and religious shit.
    >> Anonymous 09/08/09(Tue)00:36 No.5768893
    >>5768824
    I like this, especially since damage isn't going to go very high in an E6 game.
    >>5768831
    Holy shit, maybe I should play the whole game with WHFRP (excluding setting, of course). But, that probably wouldn't go over well with my players, they hate games that aren't D&D.

    I will DEFINITELY use WHFRP as a reference for a lot of shit, that is a great idea.
    >>5768836
    For a while, I was thinking of making gnomes act like Mexicans. You think that would work out? Also, they are only cumdumpsters for eachother. If you want something from them, you have to be THEIR cumdumpster.
    >> Anonymous 09/08/09(Tue)00:37 No.5768911
    Well, the dungeon master would actually be a dungeon master.
    >> Anonymous 09/08/09(Tue)00:38 No.5768924
    Holy shit, I almost forgot. In a place like this, there have to be religious schisms going on as well. Evil cults conducting ritual summonings in their cells, good-aligned worshippers doing fucked up shit, definitely have to include more shit on that.
    >> Anonymous 09/08/09(Tue)00:39 No.5768940
    File deleted.
    >>5768893
    >they hate games that aren't D&D.

    You are the DM. You tell them to read the fucking rules or blow. Others are waiting for their spots for your games. Pic related, I gave them 1 week to decide, letting them know how I have two guys from uni eager to play. Noone quit.
    >> Anonymous 09/08/09(Tue)00:41 No.5768958
    >>5768940
    Eh, I'd rather not threaten to kick these out. We've been friends for years, hell, since High School.
    >> Anonymous 09/08/09(Tue)00:41 No.5768964
    >>5768924
    Problem is alignment. Evil, yeah. Neutrals, I can understand. Good and lawful are something else. Except chaotic good, those fuck-ups tend to get fucked anyway.
    >> Anonymous 09/08/09(Tue)00:42 No.5768980
    >>5768964
    I can see some lawful goods and neutral goods getting sent to prison due to their own morals getting them in deep shit. (Wrong place, wrong time, or even breaking the law to follow their personal code)
    >> Anonymous 09/08/09(Tue)00:42 No.5768984
    >>5768958

    Just tell them to give it a try then. You DM, you decide anyway. If they think otherwise, someone can step up and DM a DnD campaign. 11 out of 10, they are lazy fucks and will roll with your needs. No friendships broken.
    >> Anonymous 09/08/09(Tue)00:43 No.5769004
    >>5768984
    True. I'll definitely keep WHFRP in mind, then, because it would really be perfect for this kind of thing, because of how hilariously lethal it is.
    >> Anonymous 09/08/09(Tue)00:52 No.5769144
    The one problem that is particularly prominent in a campaign such as this is how to restrict the party. Obviously, when gangs and religions play such a heavy role in the story, the characters will have to go with the flock. So, should the story center around them as a group, or each character as an individual making their way in the prison?

    Beyond that, since characters will drop like flies, should players be allowed to "pick up" certain NPCs already belonging to gangs if they don't want to introduce a new character into the story? How should I work with "player deaths?"
    >> Anonymous 09/08/09(Tue)00:52 No.5769147
    >>5769004

    Not wanting to start a flame-war, but stay away from the new edition.

    Also, make magic entirely component-dependent, for smuggling and whatnot. Shit sounds so cash! Also, do not design guards as stronger than the PCs and others 'inside', but better equipped, weapons and magicwise. Imagine the PCs face when they try to smash up a pair of guards for taking away drug(money) and components, the guards reacting with a splash-damage fireball.

    Also, incorporate sanity. When taken away for weeks into a private cell, mind tends to fuck up.

    Also, look up the Birdman. Incorporate him for lulz and awesomeness.
    >> Anonymous 09/08/09(Tue)00:56 No.5769199
    >>5769144

    After their first loss of a PC, they would feel the need to join a group. Unfortunately, noone wants them as they are, so a split might come. How many PCs would be there? I'm thinking a rite of passage, where a pc joining a group would have to show loyalty by killing another PC, thus 'cutting the joints'.
    >> Anonymous 09/08/09(Tue)00:57 No.5769223
    >>5769147
    The whole spell component thing does seem interesting. I'd like to make some minor spells available, but for the most part, you're right, I should make it so that it's tough shit to cast big spells.
    >Sanity
    Yes. God yes. If I do it with D&D, I'll make it wisdom and charisma drain that gradually heals outside of isolation or whenever free from whatever caused such stress.
    >Also, look up the Birdman. Incorporate him for lulz and awesomeness.
    Chris Anderson? Basketball player? Doesn't say much about him on wikipedia.
    >> Anonymous 09/08/09(Tue)00:59 No.5769245
    >>5769199
    I'm pretty sure it will be at least three players. Maybe four.
    >> Anonymous 09/08/09(Tue)01:00 No.5769261
    >>5769223

    I'd assume he means Robert Stroud, the Birdman of Alcatraz.
    >> Anonymous 09/08/09(Tue)01:00 No.5769262
    >>5769223

    http://en.wikipedia.org/wiki/Robert_Stroud

    Forget d20, casters will die in seconds.
    >> Anonymous 09/08/09(Tue)01:05 No.5769331
    >>5769262
    Holy shit, that guy is awesome. I think I'll have to browse through Alcatraz inhabitants to see what there is that I could put in this prison.

    Also, the way I see it in this setting, casters would be a precious resource. If a gang got ahold of a caster, they would protect them to the bitter end, for they have the potential to cause incredible amounts of devastation, given the proper reagents.
    >> Anonymous 09/08/09(Tue)01:09 No.5769395
    >>5769331

    That makes a good hook for planned assaults on casters. Oh, I bet the party's casters would shit their knees while targeted with hand-made arrow-slings and knives.
    >> Anonymous 09/08/09(Tue)01:10 No.5769412
    In terms of an overarching plot, I would imagine in a story such as this, there would be no BBEG, or even a real "ending," beyond the destruction of the prison, in mind. I can see villains coming and going, until, eventually, something terrible happens and everything goes to hell. Perhaps a prison riot gone too far? The prisoners escape, go their separate ways, hope to the gods that nobody finds them, and head for the hills, "But that is a tale for another story," type ending? Or, should there be something more substantial going on throughout the game?
    >> Anonymous 09/08/09(Tue)01:12 No.5769443
    >>5769395
    Yeah, I could see the "oh shit," factor if one gang suddenly has some powerful spellcaster come in from the outside that decides to help them out.
    >> Anonymous 09/08/09(Tue)01:15 No.5769487
    >>5769412

    Survive 4 years. 4x12 one-shot adventures, would make quite a long campaign. As all partymembers got in together, they would be given the same sentence. Maybe you could write off some adjoining PC characters by letting them go free, and when the player's new character bites the dust, his old orc ass-buster gets jailed once again for rape and assault, this time for life-long. Would ensure some grim continuation, a character with no chance of escape.
    >> Anonymous 09/08/09(Tue)01:18 No.5769526
    >>5769487

    You could, of course make it shorter. A campaign that long would, however, become something you can always summon upon once you get tired with the fantasy/sci-fi crap.4x12 events are much more fitting, say 3 event a session would make 16 sessions. That is months in gaming.
    >> Anonymous 09/08/09(Tue)01:22 No.5769593
    >>5769526
    >>5769487
    This is fantastic for what little of it I already have in mind.
    >> Anonymous 09/08/09(Tue)01:23 No.5769608
    >>5769526

    Make a list like in the Shadowrun 3e Contacts and Whatnot book for event generation. Write up a lot of names, goals of possible gangs and people, motivations, random surprise during the 'mission', possible outcome on the prison warden's side.

    The Warden... make him a paladin who is in there for penance.
    >> Anonymous 09/08/09(Tue)01:25 No.5769628
    >>5769593

    Hehe. I'm downloading Oz right now, mate. You brought my attention to a possibly interesting show, the least I can do is to deliver some ideas. I'll archive the thread, I might pull on this setting later on. You really should keep us informed about how your adventure goes.
    >> Anonymous 09/08/09(Tue)01:26 No.5769636
         File1252387591.jpg-(13 KB, 209x168, trollface.jpg)
    13 KB
    >>5768791
    >run this shit with the E6 rules system
    >> Anonymous 09/08/09(Tue)01:34 No.5769725
    I change in wardens could happen after about half the campaign. The penance is over, and the paladin may get back to whatever he was doing. The new warden, however, is like Discworlds's Venitari. He is not there to spend time, but to enforce new rules and order, even by ways the paladin would have never done so. The 2nd half of the campaign could focus on the struggle of groups to maintain their existence and find ways to fight the warden, along with their rivalry and buttfucking elves in the shower.



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