[Rq-rules] Orc Campaign

Robert Hoffman IQuinn at surewest.net
Wed Nov 22 09:57:21 PST 2006


Stepping away from the midgets for a moment I thought I'd seek some
suggestions for a new campaign.  To give my players a break from the norm
they have all created orc characters.  Their previous adventure actually had
them in the role as representatives of a trade house sent to explore a newly
discovered (actually rediscovered) island that the Lunars only recently
opened to the public.  On this island they discovered a large population of
orcs who were trying to deal with the new arrivals; a task made more
difficult by deceptive Lunar diplomacy.  Anyway the tables are turned now,
and the party is starting off in the heart of the orc territory at a safe
distance from the bordering humans and the politics involved (for the
moment). 

 

All that said, I'm looking for suggestions on how to make the orc experience
feel distinctly different to the players.  Any flavor elements, from
cultural / ritual to changes in play mechanics that would reinforce the
non-human element.  The easy temptation is the stereotypical World of
Warcraft type orc but anything I can add above and beyond would be
worthwhile.

 

Cheers,

Bert 

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