Design Diary: Part VII: Running a Ptolus Campaign
0By Monte Cook
The Ptolus book
has seven parts, covering everything from the world to the districts of the
city, the areas above and below the city, and advice on running and playing
in the Ptolus Campaign. In this set of Design Diaries, I discuss
each part and give you a little background on its contents and my design goals
for it.
From Design Day One, I knew
that there would be a Part VII of the Ptolus
book. Well, I didn't know it would be "Part VII," but I knew there
would be a part of the book that dealt with new rules material. Remember, practically
everything I've written for Malhavoc Press (and a lot I've done for Fiery Dragon,
Atlas Games, and others) has come out of the Ptolus Campaign. It's always been
a testing ground for new 3rd Edition rules material (in fact, it was one of
the first such testing grounds that existed).
So, Part VII of the book
has new monsters, new spells, new magic items, and new prestige classes. We've
seen that kind of material before, obviously. The difference, from a design
point of view, is that everything has grown naturally out of this setting. The
real truth is, I didn't want this book to have any new rules material. I didn't
want it to be that kind of book. But like I said, I knew from Day One that such
material would be needed. We'd need rules for the Dread One's Staff,
for hungerswords, and for the spells that the Inverted Pyramid mages
have come up with. We'd need rules for Knights of the Pale, Knights of the Chord,
and for Forsaken Shigmaa. And we'd need stats for the ratmen of the sewers,
for the skulks that haunt the alleyways of the city, and for the Wintersouled.
But because I didn't want Ptolus to be a book of new rules material;
I only put in the stuff that was really vital to the campaign. Ptolus is meant
to be a core d20 setting and, for the most part, I think I stayed true to that
goal.
Some of you reading this
are likely to recognize some of those items, classes, and whatnot. Well, like
I said, Malhavoc material has grown out of Ptolus, so it should be no surprise
that some of the material vital to the setting has already seen the light of
day in previous products. However, I didn't want to jam the book with material
that die-hard Malhavoc Press fans already had. I didn't want to waste your time
and money. So I put a great deal of time and effort into making the Ptolus book
hinge on as little old material as possible. In some cases, that meant tweaking
things here and there. An eldritch warrior (see The
Complete Book of Eldritch Might) became an arcane knight. A mirror master
(again, The Complete Book of Eldritch Might) became a wizard. I glossed
over eye golems (again, The Complete Book of Eldritch Might) and harrids
(which had found their way into Arcana
Evolved).
DM Advice
This part of the book isn't
all about rules material, though. This is also where I wrote a lot of DMing
advice, both for Ptolus Campaigns in specific as well as urban campaigns in
general. I wrote about different kinds of foci for a Ptolus Campaign, such as
the Dungeon campaign (dealing with things mainly under the city, using Ptolus
itself mostly as a place to rest and re-equip), the Sreets campaign (dealing
mainly with criminal elements in the city), and a lot of other options. I personally
like the idea of a Streets campaign where the PCs are actually involved on some
low-end of a criminal organization, like the Balacazar family, and either try
to work their way up the ranks or start their own organization. Using the Godfather
movies or The Sopranos as inspiration (or possibly Steven Brust's "Vlad
Taltos" books), this campaign could be a real change of pace for those
willing to have PCs that aren't so nice.
I tried very hard to include
as much detailed advice as I could regarding running a Ptolus Campaign. Taking
on this huge book, with all its information, can be daunting. So there's advice
about weaving together material for a campaign, using campaign villains, and
establishing goals for the player characters. The latter two, I think, are important
because they help give a campaign focus. If the PCs want to join a particular
organization, that gives everything they do a singular focus, even after they're
successful. And if there's a good long-term villain as a thorn in their side,
that also works nicely as a lure from scenario to scenario (although you don't
want to overdo that one).
And urban adventures aren't
exactly like normal (usually "dungeon" or "wilderness")
adventures, so I spent a lot of time examining the differences and pointing
out solutions for the unique problems that arise. For example, you have to take
into account that in the middle of a city, there's likely a nearby temple with
a cleric who can cast remove blindness/deafness, so going blind
isn't as bad as it might be out in the wilderness. And what do you do if the
PCs just want to run to the City Watch and let them take care of the problem
they've discovered? That, I think, is the thing that trips up a lot of DMs,
so I dwelt on that topic quite a bit.
Lastly, there are some rules
guidelines for handling nonstandard urban encounters like fires and mobs. I
particularly like the rules for dealing with fires. Based on an off-hand comment
made by Mike Mearls, I made fires sort of like monsters -- they have Hit Dice
based on their size and take "damage" from water and other extinguishing
methods, but they also deal damage each round in various "attacks."
This method can make running into a burning building to save a trapped victim
as interesting and exciting an encounter as fighting a dangerous foe.
Adventures
And of course, Part VII
of Ptolus also includes the Adventures chapter. This lengthy chapter
provides scenarios enabling you to jump right into Ptolus with ready-made starting
adventures. A word of warning, though: Most of these scenarios are well-tested
and well-worn, which means that they've probably been "spoiled" in
a Ptolus Campaign Journal
someplace on this site. So if you want to run them, don't let your players read
those journals. That said, if the DM has read the journals, I hope he'll get
a kick out of putting his PCs up against Shilukar, Helmut Itlestein, and others
now infamous in my own campaign.
These scenarios intentionally
show off various aspects of Ptolus; they involve criminal gangs, strange stuff
going on underground, and manipulative NPCs who could very well turn into recurring
campaign villains. They also intentionally introduce the player characters to
powerful NPCs that might end up being important allies as the campaign progresses.
Hopefully, these adventures will get any campaign off to a good start. And,
if you want, you can easily segue from them right into The
Night of Dissolution adventure without missing a beat, and then go to
Dwarvenhearth (or the Banewarrens), the Dark Reliquary, Goth Gulgamel, etc....
and maybe even Jabel Shammar. Before you know it, the campaign's done and the
DM hasn't had to lift a finger to create new adventures. That's intentional,
of course, because as promised, Ptolus wasn't designed to just be a campaign
setting, it's a campaign.
Don't
miss our sneak peek from Part VII online now!
To
secure your copy, you can preorder
Ptolus now and receive special benefits!
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