This may have been the map our DM used. |
There
have been a few campaigns that I've run or played in during my time
playing RPGs that have been pretty awesome. But the one that will
always stand out in my mind will be the one we just called the
Thieves Campaign.
It
started the summer that the 3e Players Handbook came out. It wasn't
meant to be anything more than a filler game until we could get the
whole group back together again. There was just the two of us plus
the DM.
The DM
had just come back from a vacation in Germany. He had visited a
little place called Rothenburg. He was excited because he had this
map of the town and he wanted to use it for D&D. Add to the fact
that we wanted to try out this new edition of the game and the DM's
copy of TSR's Den of Thieves and we had a winning formula. The
adventures of Ringo & Rictor began.
That
night we had our first argument about Attacks of Opportunity. But we
also had a lot of fun. We planned a heist and stole a bunch of gems.
We made enemies with the Guild of Assassins and a notorious thief who
shunned Rothenburg's Thieves Guild named the “Owl”. We made
friends like Marcy a fellow thief who always tried to out do us, and
Baruck who sponsored us to the Guild in the first place.
I'm not sure to this day how much the DM used from this book, but it did provide the foundation for one of the most memorable campaigns I've ever played in. |
As
things progressed and people came back from vacations the campaign
continued. The rule was that you had to have a least one level of
Rogue or Bard. It was a low magic game and I remember have a magic
dagger that I cherished. If there was something that earlier editions
got right it was that magic items should be unique and rare. We
managed to create our own secret hideout from the underground lair of
a band of serpent-men we defeated. Above it we created a bakery as a
front and staffed it with an ex-gang member we befriended.
Those
early days of my roleplaying career were probably some of my best.
The newness of it all. The sense of mystery and fear. The rules had
little to do with it. In fact the more we learned the rules, and the
more serious I took the game, the less fun I ended up having. Ringo &
Rictor were a lot like the Grey Mouser and Fafhrd. They were thieve's
but they had a code of honour and they protected the city of
Rothenburg from those that would do it harm. Of course a man has to
eat so if a few things had to get nicked along the way so be it.
So
aside from some nostalgic babbling here are the morales of this
story. The best campaigns can and usually do arise from adventures
that grow organically. Magic items are much cooler when they are rare
and unique. Don't let the rules get in the way of the fun. Don't let
yourself ruin the fun by taking thing too seriously. I guess the
thing here is that line from Princess Leia in “A New Hope” to
Grand Moff Tarkin. “The
more you tighten your grip, Tarkin, the more star systems will slip
through your fingers”. To
which Tarkin replies, “Not
after we demonstrate the capabilities of this station”. An yet the
Death Star was destroyed by Luke. An inexperienced pilot who turned
off his targeting computer and trusted in the Force to guide his
shot. The greatest of our gaming constructs are vulnerable to the
smallest of things. So don't sweat it. Let go and just enjoy the
ride.
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