I'm planning a campaign that's not Legendlore, but which has a similar “people from modern Earth cross over into a fantasy setting” notion to it. The catch is that I want to start the story out on Earth, and to spend a decent amount of time doing setup for the plot that will kick in once the Crossing takes place. Something more lengthy and involved than a Session Zero, where there's actual roleplaying and even possibly exploration and combat going on, as hints of what's to come slowly reveal themselves until a climactic event ends in the Crossing; and “nothing will ever be the same”.
In order to do this, I need two things: first a way to represent characters in the modern world using mechanics compatible with D&D mechanics; and second, a way to transition from that to full-on D&D once the Crossing takes place. One difficulty I'm facing is that D&D Classes are ill-suited to the real world: anything that's not Barbarian, Fighter, or Rogue doesn't stand a chance of making sense in the context of the real world, due to a lack of availability of supernatural elements; and even those three have the problem that the way D&D leveling works would very quickly turn those characters into demigods.
I'm considering a number of possible solutions here: first, I'm thinking of saying that while ion Earth, leveling up doesn't grant extra hit points or make attacks more powerful; but once the Crossing takes place, that changes. Second, I'm thinking of giving the players access to classes specifically designed to represent people living on a modern Earth; and when the Crossing takes place, they get to trade levels in these Modern classes for levels in Fantasy classes, as part of the process of Crossing over. The Modern classes need to be interesting enough for the players to want to pursue them in their own right during the first phase of the game; but they don't need to be as good as the Fantasy classes that will eventually become available, because of the “class swap-out” part of the Crossing.
The catch is, what should these Modern classes be? I have a few ideas for what to do here; though I'll hold off on saying what they are until I get some feedback.
How would you go about designing “D&D 5e”-esque classes to represent characters living on the modern Earth prior to the Crossing?
In order to do this, I need two things: first a way to represent characters in the modern world using mechanics compatible with D&D mechanics; and second, a way to transition from that to full-on D&D once the Crossing takes place. One difficulty I'm facing is that D&D Classes are ill-suited to the real world: anything that's not Barbarian, Fighter, or Rogue doesn't stand a chance of making sense in the context of the real world, due to a lack of availability of supernatural elements; and even those three have the problem that the way D&D leveling works would very quickly turn those characters into demigods.
I'm considering a number of possible solutions here: first, I'm thinking of saying that while ion Earth, leveling up doesn't grant extra hit points or make attacks more powerful; but once the Crossing takes place, that changes. Second, I'm thinking of giving the players access to classes specifically designed to represent people living on a modern Earth; and when the Crossing takes place, they get to trade levels in these Modern classes for levels in Fantasy classes, as part of the process of Crossing over. The Modern classes need to be interesting enough for the players to want to pursue them in their own right during the first phase of the game; but they don't need to be as good as the Fantasy classes that will eventually become available, because of the “class swap-out” part of the Crossing.
The catch is, what should these Modern classes be? I have a few ideas for what to do here; though I'll hold off on saying what they are until I get some feedback.
How would you go about designing “D&D 5e”-esque classes to represent characters living on the modern Earth prior to the Crossing?
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