At Megalithic Prints we’re currently running a D&D campaign to test prototype rules for Fortuno’s Guide to Gold.
As the DM and lead designer on Fortuno’s, the first step was to create a setting where the rules for Fortuno’s could be easily implemented. The campaign takes place in our JRPG inspired setting Emanation, and begins in the village, Gallobarn. I chose Gallobarn because it was a blank canvas for me to start a conventional low level adventure.
To test the rules in Fortuno’s, I decided that economic incentives would play a key role in the adventure. I wanted spending gold to be interesting and part of the player’s goals. So I made half of Gallobarn derelict businesses and establishments that need investment to build them back.
If you just give the players’ characters lots of gold and say, what do you want to spend it on, it’s often not very exciting. But when you give players a list of options, it starts their imagination whirring. That’s why in Gallobarn they might find an abandoned wizard tower, blacksmith, apiary and herb garden. Just some random, mildly interesting places for the players to start thinking about their character’s future. Ambition and goals are important to have active characters.
To kick start the process, I decided that I’d use one of the principles of Fortuno’s; common economic incentives. The party begins the adventure by receiving a house. It instantly gives them a headquarters and establishes them as a team. I had an NPC Lord Winterhart leave his house to the player characters in his will, and also ask them to help keep the people of Gallobarn safe.
In search of a good map of a house, I came upon Death House. The introductory adventure to Curse of Strahd, and since Gallobarn is a little bit spooky, I thought it would be a perfect start to the campaign. They have to come together to clear their new house of the ghosts that haunt it.
I wanted to start testing a particular rule from Fortuno’s as early as possible; Gold for Experience. It’s not a new idea, but I wanted to give the players a way to ground this rule in the reality of the setting. So I decided that a magical well would grant the characters experience in exchange for gold.
I put this well in the basement of the Death House, and changed the final part of the adventure. Where usually the player characters would fight a Shambling Mound, I had the water in the basement rise and vines grapple them and stop them from moving. The players would be introduced to the idea that the well in the basement wanted a sacrifice, and the vines would pull them in unless someone went in willingly.
When it came time to play I thought this was good enough. I imagined the following scenario; no one is willing to sacrifice themselves by throwing themselves down the well, they will escape the basement and then have to drain it of water or satiate the well in a later session. And then they would learn that the well provides experience points in exchange for gold.
Instead this happened…
The three player characters; Maddji the cat-person Feorlin, Oserys the Black Elf, and Ozzok the Lizardman, enter the basement chamber, and see the well in the centre. Illusory ghosts chant “one must die!” and the water begins to rise. As they turn to leave, vines grab them and begin to pull them backwards. They succeed on their saving throws and are free to leave. The water continues to rise and… Ozzok and Maddji begin to fight over who is going to throw themselves down the well. Ozzok gets there first and throws himself down. For him, the world becomes pitch black and cold until he feels nothing. Maddji throws herself in anyway. The same happens to her. Oserys leaves. But he is confronted by a ghoul who hits him for 6 damage, instantly dropping him to 0 HP and she throws him down the well too.
So now I’m left with essentially the entire party dead. Unless… I change the mechanics of the well. Our next session is Saturday, so I’ve got some writing and designing to do.