Campaign Pitch(Eng ver.)
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All my games in one way or another hinge on player ambition. Not every player needs to “want” something, but if no one wants to build a castle, recover a famous artifact, join the Hawklords, start a Thieves’ Guild, then I sort of feel like we could be playing a boardgame.
## A Sea of Posiibilities
Shimmering Mist that consumed most of ***province name*** after the ancient Citadels of Prosperity and Order have been raised into the sky is home not only for terrifying anomalies and bloodthirsty monsters, but also for various magical materials and artifacts that some people a willing to pay obscene sums of money for.
Towns and villages, spread throughout The Mist like torches in the night, live in constant fear of the wilderness surrounding them.
You are yet another group of madmed venturing into The Mist to find money, fame or else, but the most probables thing you will find is death.
***Sandbox***
**Politics:** Medium/Varies
**Roleplay:** Medium/Varies
**Tactics:** Medium/Varies
**Player Buy-In:** Players create their story themselves. No Quest, just many possibilities. It’s up to you which fires toput out, and there’s no way to solve every problem. During play sandbox can transform into a political game, megadungeon, etc.
## Family Buisness
Head of the family has passed away, leaving you only with and old gambling house and a mountain of debt. Will you be able to restore the family to its former glory while meuvering inbetween gangsters, lawmen, revolutionaries and terrorists?
***Sandbox***
**Politics:** High
**Roleplay:** High
**Tactics:** Low
**Player Buy-In:** Players are expected to value the family and wish for it to succeed. The idea of dealing with different organisations each trying to use you to further their own goals has to sound cool.
## Crimson Crystals
The Mist contains many curiosities and one of them is a fungus that is used by local druids and shamans as means of entering trance state. You have developed a highly addictive drug based on that fungus.
The recent attack on the capital should serve as a good distraction to cross the border and begin producing the first batch.
***Drug Cartel***
**Politics:** High
**Roleplay:** High
**Tactics:** Medium
**Player Buy-In:** Drugs must not be a sensitive subject. The idea of being a part of a drug cartel and dealing with the law, competition, etc. accordingly should sound fun.
## Revenge of the Tailors
A group of assassins and thieves for hire falls on hard times after they've been set up during the last contract.
The remaining members of the Tailors head to the capital to lick their wounds and find whoever set them up.
Some see a new player on the field as danger, others as an opportunity.
***Assassins Guild***
**Politics:** High
**Roleplay:** High
**Tactics:** High
**Player Buy-In:** You’d have buy into the code of “We will honor the contract we signed, come hell or high water.”
## Behind The Enemy Lines
The Commonwealth is on the verge of collapse, political squabbles have weakened it. The Senate cannot come to agreement as the power of local governors rises.
Centuries of shameful isolation come to an end here!
You are a squad of spies tasked with infiltrating and destabilising the enemy government in preparation for a coming invasion.
***Millitary Espionage***
**Politics:** High
**Roleplay:** High
**Tactics:** Low
**Player Buy-In:** The charachters are soldiers and are expected to act accordingly, including obeying orders from their superiors. They are loyal to their country and are commited to seeing their mission through.