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This leads me to my second problem. What system to use? I'm looking at three: Savage Worlds, B/X (or S&W Whitebox) or Barbarians of Lemuria. My oldest son would prefer Savage Worlds so I'm leaning in that direction but the other two are calling to me too.
What I'm looking at is a low magic setting with fantastic, myth inspired elements. What magic there is will not be in the hands of the pc's unless it is an artifact. And those will be rare. There will be seers that can foretell the future in there veiled way. There will be npc magic users but I want it to be consistent with the sagas and myths. And that's another thing I'll need to learn about. Urg. So much to learn. Oh, and every now and again a god might meddle.
So, anyway, each system has its advantages though I'm sure all could do it well.
Savage Worlds is flexible and action oriented and has a lot of official and unofficial support. I got a peek at the campaign material a Savage Worlds gamer created for his personal game and it really helped solidify my thoughts. I don't think I could pull off his game off but I am definitely going to borrow from it.
B/X was what I initially thought I would use. I love the simplicity of it and it is easy to modify. I figured I would borrow liberally from the Viking Campaign sourcebook from the AD&D 2nd Edition. It would be easy to find B/X or Labyrinth Lord versions of the suggested classes. I would have to figure out a way to mellow the magic because I have a feeling it wouldn't be what I would want. Lately, I've become fascinated with Swords & Wizardry Whitebox and it has a bunch of home-brew classes out there and is easily modifiable. I've found a couple of fan made supplements that will be very helpful. One of which is at Sword +1. If you poke around the site a little you can find a Swords & Wizardry version too. I also found some related posts at the Magician's Manse.
Last but definitely not least is Barbarians of Lemuria. I feel it would be very simple to modify it to suit my needs by fine-tuning the career list.
I am going to start the campaign by characters returning home to the cold north after hearing of the death of their father. One will be a member of the Varangian guard in Miklagard and the other will one of Hrolf Ganger's men in what will become Normandy. They return home to find that there father was murdered and the rest of the family was also slaughtered or sold into slavery. This will give us several lines of play including revenge, the quest to find their kin and, of course, there will be various and sundry monsters ravaging the countryside and perhaps a few meddling fey.
So, this was a big word dump but any thoughts or comments are appreciated.
I think I remember that Savage Worlds Viking campaign you're talking about. The GM was a wizard at making props!
ReplyDeleteThe guy who did Mazes and Minotaurs did a Norse version, too--Vikings and Valkyries, I think it was. That one had some good ideas for magic, though it is not as historically based as the campaign you're describing.