Introduction to the Hero-Cities Campaign
Russell Impagliazzo, designer and narrator
The Hero-Cities campaign is a relatively
traditional fantasy role-playing
campaign. It incorporates traditional fantasy
elements from fantasy literature, comics and movies,
e.g, dwarves, elves, hobbits, dragons and other monsters,
wizards and other users of magic, enchanted swords,
and ancient fortresses reeking of evil.
features traditionally heroic characters.
What is a little different is that such
characters are not loners, but instead have
institutions (hero-cults) that provide
ways for such characters to be valued and useful
members of the community.
We will use the Dungeons and Dragons 3.5 edition rules,
with a few house rule variations. (See
House Rules )
I am restarting the campaign in San Diego after being on leave
for the fall.
I ran a few sessions this summer in San Diego, and
a few more in Haverford, PA over the fall.
If you live in the San Diego area, and are interested
in playing, send email to email@example.com
I would like to start playing an on-going game, with
weekend afternoon sessions
once or twice a month. While there will be some
continuing subplots, I will try to make the adventure
for each session self-contained, so that characters
can join and leave between sessions without disrupting
the adventure. I will also try to make on-going themes
robust, and not dependent on particular characters,
so that there will be little disruption when
players join or leave the campaign (or simply miss a game).
One theme I wish to explore is how characters
are given higher status and more responsibility as
they gain power. So I am hoping that some players
will play frequently and for a long-term period.
I prefer to emphasize fast-moving plots, rather than
strategically intricate combats or logistics.
These plots will be driven by character choices,
not narrator fiat. I will try not to have a fixed plot
in mind, just some interesting events that might happen.
I will try to keep things moving by
pacing, skipping quickly over the dull parts. One thing
I consider dull is rules discussions. If we can't agree
on a rule in a minute or so, we'll wing it and look it up
offline. Also, any events without consequences
(e.g., hopeless last stands by monsterous
opponents, long routine voyages) will either be
spiced up or skipped over. ``A week later, you
arrive in Angwyn's Reserve. You were attacked
by orcs twice, but easily defeated them.''
Conversely, if there's dead time, I'll insert something
I consider PC's interacting with NPCs
interesting, even if they aren't
Adding personal sub-plots involving PC/NPC relationships
will be something I'm willing to spend game time on, even
if it's not directly relevant to the adventure at hand.
If you are interested, you can either start
to design a character or read more about the