Dungeons And Dragons Campaign Based On Vana'diel

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Dungeons and Dragons campaign based on Vana'diel
 Cerberus.Kvazz
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By Cerberus.Kvazz 2020-06-07 17:03:11
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Hi!

So over the last few years I've been wanting to return to Vana'diel fairly often, but for one reason or another I always end up staying away.

But recently I've been spending alot of time playing D&D with a group of friends, and none of them have ever experienced FFXI and never will.

So I've been starting to think about running a D&D 5e campaign based on the world and storylines of FFXI to let them experience it in a way.
I will not change all the races to fit with FFXI, and I will not change the D&D classes into FFXI jobs, I will simply use enemies that will somewhat fit based on monster type and location and so on.
I would love to simply use all the maps and make stories based on the stories from FFXI.

But there's a few things I can't help but think about, and I would love some inpout:

As far as storyline goes I think I'd like to start with the Shadow Lord storyline and end up with RoZ.
I think these would be hard to adapt into something playable and interesting in D&D, but very possible.
What do you guyes think, would RoZ be too big? Are there storylines that would fit well and probably adapt well?

I'm thinking ToAU too, but that would probably be treated as a full campaign in itself, in that part of the world specifically.

Are there small sidequests that would adapt well that you can think about?
Maybe I can include NMs and HNMs for sidequests to get magic items?

Then there's scale.
How should I handle distances?
Should I just make it simple and say traveling from one zone to another takes 1 day of travel on horseback as a rule of thumb, except for stuff like cities?
Are all the ingame maps based on the same distance-measurements?

I would love input and ideas, this is just a very fresh little thing in my mind so it's not very thought through yet.
Have anyone here done something similar?
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By YygdrasilCerb 2020-06-07 17:24:39
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I’ll be messaging you directly when I have more time. I have a lot of input.
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 Cerberus.Kvazz
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By Cerberus.Kvazz 2020-06-07 17:25:22
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YygdrasilCerb said: »
I’ll be messaging you directly when I have more time. I have a lot of input.

Awesome, I'm about to head to bed myself so I'll check PMs tomorrow :)
 Cerberus.Kvazz
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By Cerberus.Kvazz 2020-06-07 17:25:23
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I've been thinking about playable races, and I think I'll wanna tone it down to fit in a little bit better.
Beastmen races would be a bit wierd to play as, but since there's many examples of friendly beastmen ingame I'll probably allow them.
Something like this:

Windurst:
Gnome, Hafling, Warforged, Tabaxi and Leonin
(Small people, wierd mechanical guards and cat-people)

Sandy:
Elves and Half-elves
(Because elves)

Bastok:
Human, Dwarves and Goliath
(Because mining-city and Galka-equiv)

Beastmen:
Goblins -> Goblin\Hobgoblin\Bugbear
Orc -> .. Orc \ Half-Orc? Not sure if I'll allow half-orc.
Yagudo -> Aarakocra and Kenku
Quadav -> Tortle
Mamool Ja -> Lizardmen & Kobold
Lamiae -> Yuan-Ti


I'll probably treat Aasimars as the Zilart, so they would not be playable.
Tieflings I don't feel like would fit?
Dragonborn could maybe just be another Mamool equiv? but it would be wierd.
Satyr idk either?
Genasi I guess I could just treat as humans with flavor?
Firbolg idk?
Triton idk either?
Eberron races I'd just not allow other than Warforged.
Ravnica races I don't think I would allow either.
Verdan maybe as a version of goblin?
 Cerberus.Kvazz
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By Cerberus.Kvazz 2020-06-08 09:47:40
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As for gods and dieties for Clerics and Paladins to fight for:
Altana and Promathia would be "the big 2" probably, good vs evil kinda?
And then I could allow like the avatars as minor gods\dieties?
Any more that would fit here?
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