The World that Never Was Campaign Guide

June 15, 2013

After several requests, The Angry DM has decided to share the campaign guide he distributed to his players at the start of his Pathfinder campaign, The World that Never Was.

Download The World that Never Was Campaign Guide by Scott “The Angry DM” Rehm

If you would like to comment on this, please feel free. However, keep it polite and civil. This is my personal world and I am sharing it because people have asked me. I put a great deal of work into this and I personally love it. I will moderate comments here and ban anyone who can’t remain constructive. I am willing to discuss the pros and cons of my DMing style as well, but again, this is my personal style, which I have developed over many years. I am not seeking anyone’s approval or permission to run my games my way. Again, if you can’t be civil and constructive, don’t bother posting. Yes, I am defensive. This is my baby.

I am aware that there are several typos in this copy. They have since been corrected in the hard copies I gave to my players. Unfortunately, due to some formatting issues, I won’t be doing a corrected draft.

3 Responses to The World that Never Was Campaign Guide

  1. Martin C Howard on February 10, 2013 at 7:39 am

    I like the take on things. There are some good ideas in here, good enough to steal anyway which is the best compliment I can offer. Well done!

  2. Shane on February 10, 2013 at 5:40 pm

    Wow, 67 pages! I’m on page 5 of the player’s guide that I’m building for my upcoming campaign, and wish I had the fortitude to produce this much material for my players. I was planning on 10 – 12 pages, but this inspires me to at LEAST double that.

    How long did it take you? Doesn’t seem like it was THAT long between your end-of-campaign tweets, brainstorming after that, and then the first session log post. You must have flown through this!

  3. TheAngryDM on February 11, 2013 at 1:10 pm

    Once an idea hits, I tend to work fast and feverish. So, our Hackmaster campaign met a disastrous end in the first week of January. And the party voted not to try to salvage it and to return to Pathfinder. Sadly, much as I loved Hackmaster 5E, they were not as enamored of its complexity.

    A few players and I talked about the TPK, death in general, and how a DM could run a game without the possibility of death while still maintaining a good level of challenge and threat and keep everything plausible. Challenge, threat, risk, and plausibility and consistency are very important to our group (self very much included). I threw out the idea of self-resurrecting heroes and how you could build a whole a story and mystery around it, in some vague hypothetical terms. Well, the players I was chatting with thought it was interesting enough and suggested I develop a campaign around it.

    So, a day after that, I had a two-page pitch explaining the core concepts and the themes I wanted to emphasize (city intrigue and dungeon crawling in a magocratic city state, resurrecting heroes gradually discovering apparently past-life memories, and so on). The players approved it, so I started building the campaign. We talked a little bit about what they wanted to get out of the campaign so I could build in specific themes and story lines they would enjoy, and two weeks later, on January 26, the campaign booklet was finished and character generation started that night. So, all told, two to three weeks.

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