[Rq-rules] Orc Campaign

Lev Lafayette lev_lafayette at yahoo.com.au
Wed Nov 29 13:18:47 PST 2006


Hope you enjoy the Orcish point of view.

It may not be RQ, but I'm in a DragonQuest game
(slowly introducing some RQ concepts), where Orcs are
the "cradle of humanity".

They have a tendency, rather like RQ trolls, to be a
bit random in their breeding thus giving rise among
their lot those described as Giants, Trolls, Orcs and
Goblins.

They also *all* suffer from serious mood swings.

This said, they're damn proud about being the first
humans, the kingdoms with the highest population and
the producers of the best weapons in the land!

Give Orcs characteristics like this certainly stops
them from being mere targets for PCs. In fact, there
is even interest in players roleplaying Orcs..

All the best,


Lev

--- Robert Hoffman <IQuinn at surewest.net> wrote:

> Thanks for all the great feedback!
> 
>  
> 
> To add to my own discussion one element I have had
> fun with is the
> relationship with the orc's nearest neighbors;
> Ducks.  In exchange for an
> uneasy peace the ducks are given a section of land
> to settle for their own
> (a section of land that provides a convenient buffer
> between the orcs and
> their own enemies in the mountains).  Now these
> ducks that only a few
> seasons ago were the much anticipated main course at
> tribal feasts now must
> be dealt with in a slightly more civilized manner. 
> Still the orcs can smell
> a duck coming from a mile away and the smell sets
> them salivating.
> 
>  
> 
> -----Original Message-----
> From: rq-rules-bounces at crashbox.com
> [mailto:rq-rules-bounces at crashbox.com]
> On Behalf Of Robert Hoffman
> Sent: Wednesday, November 22, 2006 9:57 AM
> To: rq-rules at crashbox.com
> Subject: [Rq-rules] Orc Campaign
> 
>  
> 
> 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 
> 
> > _______________________________________________
> RQ-Rules mailing list
> RQ-Rules at crashbox.com
> http://crashbox.com/mailman/listinfo/rq-rules
> 



 
____________________________________________________________________________________
Want to start your own business?
Learn how on Yahoo! Small Business.
http://smallbusiness.yahoo.com/r-index


More information about the RQ-Rules mailing list