ARCHIVED TOPIC:
[ Ptolus ]
DATE: April 28, 2001

PTOLUS

An Introduction
Ptolus is the name of a city with extremely ancient origins and a long, convoluted past. It's also the name of the campaign that I have set there. Ptolus is a "sequel" to my previous campaign called Praemal. Praemal, which you can read about in a Celebrity Game Table feature on the official D&D website, was a campaign set in the very first years of a world's existence.

Ptolus is that same world -- 20,000 years later. But before I get too much into the specifics of the setting, let me discuss one of the more interesting aspects of the campaign. (Or should I say "campaigns"?) I run Ptolus twice a week, on Mondays and Thursdays. Two different groups of characters and (with a few exceptions) two different groups of players. But they all exist in the same world -- in fact, they both stay around the same city -- at the same time. Thus, each group has its own adventures, but deals with many of the same NPCs and situations as the other group. Occasionally, plotlines overlap (particularly since one player runs twin brothers -- one on Mondays, one on Thursdays).

For example, the Monday night group has run afoul of a new breed of monster called the kython. You'll see kython -- perhaps with the named changed, since it is so much like kyton -- in an upcoming D&D product next near, but for now suffice it to say that they are a "race" of demon-crafted creatures. Anyway, after the Monday group ran up against these creatures a few times, the Thursday night players (who call themselves the Company of the Black Lantern) ran into them. The characters had heard about the kython from the other group, but had never seen them face to face. Nevertheless, hearing about them from other PCs gave the encounter a strong sense of verisimilitude for the Black Lantern players.

So, in the next installment, I'll start providing some of the actual details of the world and the background and whatnot. Eventually, I'll get to telling you about the characters and the adventures they're having. Today, I thought I'd just start with the concept of the concurrent campaign idea. Here's a portion of the handout on this very subject that I gave my players at the beginning of the campaign:

Concurrent Campaigns
It's long been a goal of mine to actually run two campaigns, both set in the same place, both happening concurrently. Before you think too much about how crazy insane it is for me to do this, consider the general up-sides:

1. Indirect interaction that makes the campaign twice as vivid. ("The bartender tells you about another group of adventurers that really tore the bar up last night, and that they'll never be welcome in here again.") Or say your PC has friends in the other group and they keep you up to date with what they're doing -- you hear somebody else's gaming stories, but suddenly, they're also providing you with in-game info that you can use. Plus, it'll just be fun to trade stories. ("You went down in there? We avoided that place big time.")

2. Direct interaction that makes the campaign dynamic. Say you can't make it to your regular session for the next two weeks, but you can make it to the other one. You can leave your regular group for a while and join the other guys for an adventure! Or go back and forth for fun, just to get a different experience in a different group for a while. As for me and my sanity, well, I've run two campaigns concurrently before, and that was arguably more work since it was two different worlds in two different game systems. Plus, as I said, I was planning to do this anyway. It's something I've wanted to do for 20 years.

The campaign's easily got more than two very different paths it could take anyway. (As an aside, the biggest headache will actually be coordinating the time flow between both groups--if one group gets months ahead of the other, that will be hard to deal with.) So, if at any time you want to switch groups or play in both (permanently, for a while, or even for one session), just let me know. I'll do my best to work it out.

 

 
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