I am outlining a new Castles & Crusades campaign for 2022: The Dungeons of Aufstrag by Troll Lord Games (TLG) but modified and placed within my own homebrew world.
I need to begin preparing a new C&C campaign. My fortnightly Dragonclaw Barony campaign just completed session 30 and I think it has a good year or two left. However, my weekly Barrowmaze campaign just finished session 78 and it has between 6-9 months left (this all depends on how players proceed through what remains). As a result, I need to begin laying the groundwork for what will follow. The current two campaigns have relied a lot on designing things on the fly, but for the new campaign I aim to have a firm foundation created and a fully written and laid out gazetteer for my players to read and reference prior to character creation in Session 0. But what will the campaign be built around?
When presented with what I was interested in running, the players in my Barrowmaze campaign expressed clearly their desire for The Dungeons of Aufstrag by TLG. Although I have made Castles & Crusades the game system to run my campaigns since 2018, I have not yet run an official TLG C&C game. My Saturday game is currently using Basic Fantasy adventures and will transition to AD&D 2nd edition for the classic TSR adventure Dragon Mountain. My Tuesday game is using Barrowmaze which is made for Labyrinth Lord. So Aufstrag will be my first campaign to actually make use of the C&C game system!
Still, I will be making some substantial changes to Aufstrag to fit within my own homebrew world:
- Aufstrag takes place in the World of Aihrde (by TLG), but I use my own game world. So although I will be using some of the immediate areas around Aufstrag – and some Aihrde monsters, they will be firmly placed in my own game world with my own pantheons of gods and my own kingdoms. They need to fit within my own storyline and metaphysics.
- Aufstrag was involved in 1,000 year “Winter’s Dark” when a demon ruled the region. I will be using the Winter’s Dark as an important and pivotal feature of a region in my world (my world is based around the idea of corruption), and a demon will be involved, but why it happened, what happened during that time, and the name of the demon involved will be altered to suit my campaign needs.
Why change the material, why not use the campaign world?
There are two answers. First, we have a more negative reason. I still have a bad taste in my mouth from having run the Forgotten Realms for 26 years. I am still tired of having players come to my games and reference things they read in a novel, game product, or website and say “I want to do that,” completely ignoring the work I had done on my world moulding it to something unique over a quarter century.
Secondly, there is a more positive reason. The overall themes and ideas found in Aufstrag overlap in several key areas with my world. So, I think it makes great sense to draw upon what Steve Chenault has created and give it a unique twist and (hopefully) a fresh knew take for my world. All the players who will be in this Aufstrag campaign aren’t familiar with the world of Aihrde (which should work in my favor, since they are not bringing any previous baggage with them on “how it should look or be done”). But for those who are familiar with Aufstrag, they might enjoy hearing about the new ways I have interpreted it.
Other Areas of Campaign Focus (these will be discussed in future campaign design posts)
- Historical Realism. I want this campaign to be heavily grounded in medieval history. I am academically a philosopher and historian and I want to bring true historical grit to the game. I am reading academic texts on rural and urban medieval life and building up my notes on the time period I am focusing on (roughly the High Middle Ages, c.1000-1250 CE). This will be the foundation from which Aufstrag will be build upon.
- Central City or Village. I want the players to have a central location to visit between the Aufstrag adventures when they are resting or leveling up and acquiring new abilities.
- Guilds. I plan to create a series of guilds located in the central city, village, or barony. These will be tied to the PC’s family backgrounds and professions (e.g. soldier, farmer, miller, sage)
- Cults. I need to create some cults and secret organizations, some relevant to my conception of Aufstrag, but others that tie in to my game world and the region in general.
- Crafting System. I want to create a crafting system that allows PCs to create the things they need over time with a noticeable progression in ability based on the effort they put into it. It has to meet the needs of historical realism within a fantasy RPG.
- Mystical Companions. A lot of players want cool animal, pet, or mystical familiars. The Mystical Companions book by TLG I think is the best of its kind out there. But there are problems with it, and I need to sit down and simplify and correct them for easier use.
- Race/Ancestry as Class. I have thus far stuck with humans, elves, dwarves, gnomes, hobbits, and half-orcs/half-elves in my C&C campaigns. For Aufstrag I will be adding Elder Elves and Dwarves, and High Gnomes and Hobbits. These will be similar to race-as-class (or ancestry-as-class) inspired from Basic D&D.
- New Ancestries and Subraces/Alternate Ancestries and Heritage. I am also going to introduce some new playable races: centaurs, changelings, and a type of giant race (and perhaps more). I am having a lot of fun reading old European folklore tales and creative gaming sources for inspiration.