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My Stormbringer campaign

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20 Apr 2025 18:58 #343606 by Shellhead
I originally read the early Elric books when I was about 13 years old, the perfect age for high fantasy featuring an wizardly albino warrior-king with a god-slaying demon in the shape of an ebony sword. A few years later, I got ahold of the Stormbringer rpg and ran some adventures for my friends. Chaosium supported the game with a couple of companion books plus quite a few adventures, and eventually multiple rules editions that expanded on the possibilities of the game. So I ran more Stormbringer in my early 20s, and again in my late 20s for a different group of players.

Chaosium also published a disappointing companion game called Hawkmoon, based on a related setting by the same writer, Michael Moorcock. It was only supported with a few adventures and some supplementary rules. Much later, they published a Hawkmoon monograph that is nearly impossible to find now, even just as a pdf file, because Mongoose acquired the rights to do a different Hawkmoon game that was more directly tied to the then-current edition of Runequest. A different company (Darcsyde) published a Corum rpg (another related Moorcock setting) that was very compatible with the later editions of Stormbringer.

So it has long been my goal to run a multiversal campaign using all three of these games, and I am aiming to start the campaign next November. My recent Call of Cthulhu players are all in, plus three players from my old Ptolus campaign, for a total of six. I plan to start this game with funnel of four introductory scenarios. Each player will create a Hawkmoon character and then we play my introductory Hawkmoon scenario. Same for Corum and Stormbringer, plus a compatible BRP game called Dragonlines. Then we will swing into a lengthy multiplanar adventure, and characters can choose each session which of their surviving intro characters they will play in that session. This will offset the expected bodycount for a game system where an average character has 10 hit points and an average opponent might be wielding a sword that does 1d8 damage. Character generation is pretty random aside from choosing which die rolls count for which attributes, but players do have a lot of control over how to allocate their skill points, constrained by their rolled occupation and nationality.

In addition, I will allow each player to make one special character, for the intro adventure of their choice. Instead of rolling everything, the player will get to pick the nationality and occupation of the character, and start with a 16 in the attribute of their choice. This will ensure that everybody gets at least one sorceror, scientist, or strong warrior.

At this stage, I am reconciling the differences between the four somewhat varying rules. I want to retain the flavor of each setting, but I want to use consistent skill names and also eliminate certain problematic or useless skills, like Ambush or Taste. After updating the skill section of each setting's character sheet, I will move on to make sure that the various magic systems are operating at comparable power levels. Then I can start prepping details for each of the intro adventures, plus create tactical maps and any tokens that I haven't already made for previous games.
The following user(s) said Thank You: dysjunct, Jackwraith, Brewmiester, Nodens

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21 Apr 2025 06:02 #343608 by Nodens
Replied by Nodens on topic My Stormbringer campaign
Very interesting stuff, sounds like there should be a publication in there somewhere.

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