Grimmdeep Halls

Style of play


The Game will be set In a location with a town surrounded by many smaller communities, explorable wilderness environs , and a major Dungeon.

It will consist of sandbox style of play. So,  lots to explore explore and heavy use of random tables. This will make the game unique to the group. The Players can decide where to go and what to interact with.

This game will not be like a novel or movie so much. Maybe more like  a set of short stories or a tv series would be a better description. But a D&d campaign is it's own medium (and a excellent one for those who have taken part in one or more). Gygax talked of this often if you want a Novel read a novel…Acting join an improv group etc. D&d and rpgs can make use of story, acting props etc but it is more that these things. Similarly if two people just make up characters and fight each other are they playing D&D/rpgs? Yes they are, it may not be interesting to some of us, but they are indeed playing d&d.

So the game sessions may vary based on what the group decides. We may have plot heavy sessions, puzzling solving sessions, dungeon crawl, combat etc. I am not for or against one element of rpg's over the other. I expect we will end up with an eclectic experience.

This game will not have a  single monolithic evil villain and a linear plot. The players characters will go in the direction that makes sense to them and make their own allies and enemies due to their actions and goals. The groups and individuals in the world will have their own dynamics and they players actions will effect them.

Players should try to have ambitions for their characters. This can be as basic as "GET MOAR POWA" or something more complex.

This style of game, while capable of providing the best type of rpg game IMO, is not for everyone. There will be no railroading. That makes decisions much harder to make, as they will have consequences. Many times the players just figure out what the DM/ module wants and do that. I will not lie, that style of game works for many people. It is like sitting back and being told a story. This will require a more active participation. Some people may dislike the openess and ambiguity. It can feel like they have no direction like being lost as to what to do, but the players will give themselves direction based on what seems best to them. I will not be shoving a story down anyone's throat.

I believe this is how the original D&d  game was intended to be run and how the game works at it's best.




Game Type

The game will be planned to run as a dungeon crawl type game. There will be towns and wilderness too, but the assumption will be players will dungeon delve for treasure and xp. This is such a nice and simple way to play. Modern rpg's all have their roots in this style of game.

That being said, there are quiet a few things I would like to run. here is, a not, complete list:

- A home brew wilderness hexcrawl

- The isle of dread module ( the original module to take the game out of the dungeon)

- A thieves guild campaign set it a home brew major city. The ad&d 2nd ed thieves handbook has some great stuff for thief campaigns.

- A Campaign set in the old Greyhawk setting. ( a mix of Gygax's setting and some of the later stuff, but not all)

- I am also open to running modules, if someone has something they really want to play in.



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