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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

Session Zero Guidance

It is a good idea to run a Session Zero before beginning the Orn campaign.

While many of the topics covered will depend upon the DM and her or his local rules (acceptable table behaviour, house rules, scheduling, how missing players will be handled, and so forth), there are some elements which are specific to Orn.

Campaign Details

Much of Orn is essentially a homebrew wilderness adventure, although there are a number of more involved underground complexes to explore.  This has a number of implications:

- It would be useful for at least one character to be a Druid or Ranger, and have well-developed nature skills.

- Some of the creatures encountered may well substantially outclass the characters. A wilderness will not always exhibit the same hierarchical structure that is found in some dungeons.  This means that the party should be prepared to hide, or flee, from some encounters.

There are several narrative strands weaving through the campaign, as well as one long story.  At the same time, as the game progresses, the characters will gain more agency and create their own stories. Roleplaying will be important.  

The Pillars of Play: Although weight is still placed on Combat there is a strong emphasis on Social Encounters and, notably in the first few adventures, on Exploration.  

Given this, to start the game with disruptive 'evil' characters, who attack the first people they meet, or attempt a theft from a possible patron, would probably be unhelpful (not to say unsuccessful at the earlier levels).  This is not to say the campaign can't be played that way, for a while, but the adventurers would in all likelihood attract the attention of others, who might be quite powerful, and not best pleased.  Such a campaign could be quite short and brutal.

Rules

Orn was developed for play with D&D 5e, although it should be compatible with D&D 2024.  Some rules from much older versions (OD&D, AD&D) are also included, along with some homebrew additions.

Ideally, XPs should be awarded for combat and encounters, and only rarely for reaching particular story milestones.  However, it is also recommended that XPs be awarded for solving some of the conundrums that Orn presents.  In the adventure descriptions, some suggestions are made along those lines, but this is mostly left to the DMs discretion. 

When a character dies, they are dead.  Although in some areas of the game there may be an opportunity for reincarnation or resurrection.

Characters

A well-balanced party of say five to seven individuals is recommended (including the Ranger or Druid).  If there are only enough players to run, say, three characters, then the DM should consider allowing each player to control two characters, or they might provide a couple of supporting NPCs.  Alternatively, more than seven players can be accommodated by an experienced and skillful DM.

The Orn campaign is long and detailed.  It is possible for well-played characters to rise from level 1 to levels 18-20 during the course of the whole campaign.  

It begins quite small-scale, and grows, and offers new challenges, as the characters increase in powers and abilities.  The characters also acquire more ability to influence outcomes, and to decide strategy.

Potential Triggers

Orn is essentially 'woke' in that no class, race or gender has pre-eminence.  The Good characters try to embody fairness, and to be non-discriminatory.  Although they may not always succeed.  

However, some of the evil baddies are very evil, and may indulge in extreme practices.  While this is generally off-stage, the characters may hear of the evil bad guys committing ritual sacrifice, apartheid, or practising slavery. 

Or even extreme capitalism.

And Finally

If there was one piece of advice to players I would offer, it is show curiosity - there is a lot to discover on Orn, but you may have to work to find it.  

There is an information economy associated with Orn, and having equipment, feats or spells that are geared towards discovery and exploration will certainly help.


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