However, if you want to use the core rules instead, you can easily rebrand the established monsters to look more ghoulish and grotesque, only amping up their stats, so they're far stronger, far earlier in the game. All characters will be human.Īs for monsters, there are several Dungeons & Dragons homebrew iterations of Dark Souls monsters that exist out there, which would be ideal to appropriate for your campaign.
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This means every character starts at a level one, generic character before re-rolling their beginning stats once they gain a class. To gain a class, players must first gather enough souls to gain a level in a respective class. However, all individuals start as Deprived, individuals without any augmentations or proficiencies. Warriors are Fighters, Knights are Paladins, Wanderer is Monk, Thief and Bandit are Rogues, Hunters are Rangers, Sorcerer and Clerics are their respective classes and Pyromancers are fire-centric Conjuring Wizards. On top of that, Dark Souls as a franchise features ten classes - all of which could simply be rebranded versions of pre-existing Dungeons & Dragons classes. This would force them to prioritize either purchasing items or leveling up. Ergo, some DMs, when running Dark Souls inspired campaigns, have selected to merge the two, with gold and EXP serving either as currency or a level-up system. Souls, in Dark Souls, function the same way both EXP and gold functions in Dungeons & Dragons. One interesting rule is also that of Souls. RELATED: Dungeons & Dragons: Examining Theros' Mythic Encounters Changes in Rules Assuming the heroes live long enough to see it. You can tell the story through items they might encounter that might have cryptic, enigmatic puzzles, beyond the general threat of some looming, over-powered entity of vague definition out in the distance. Monsters will be over-leveled, come back to life after certain situations (such as resting at a campfire), and goals will need to be vague and uncertain throughout. Most symbolic at all, however, is the idea of decay on a cosmic level, with deities, heroes and elements of nature falling from a place of reverence that once existed, only to decay in the years that follow.īecause of this, characters will need to be put into encounters too difficult for them. In addition, there are grotesque monsters everywhere, most of whom are stronger than the players. The world is littered with ruins and environments that tell a story rather than expository NPCs.
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The few people you encounter are either dead, babbling, or mad. However, there are a few core elements to every Dark Souls story that every campaign will need to incorporate. As Dark Souls draws heavily from western fantasy, players can choose to use the standard rules of the game, unless the DM wishes to incorporate a few homebrew elements (which will be included later on). Most of the elements of Dark Souls a casual DM would want to capture are already present. RELATED: D&D: Fan-Created Combat Wheelchair Establishes Baseline Inclusivity The Elements of Dark Souls
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They just require a few proper techniques. However, with a little ingenuity, anyone can transport their players in the crumbling world of Dark Souls or, at least, a campaign inspired by Dark Souls. This bleak setting, filled with grim melancholy and rapid deterioration, might not seem like the best kindling for an epic adventure. However, second to classic fantasy novels, video games have offered a great fuel for creative Dungeon Masters hoping to try out something different and unique.įewer game franchises are as daunting, however, as Dark Souls, a game that tests the limits of difficulty in gaming.
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Almost everyone has run a campaign inspired by Lord of the Rings, for example, at one point or another. As such, some players draw inspiration from some of their favorite fantasy franchises when crafting their campaign. Few things are out-of-reach for a campaign set in a world only of your imagination.
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