Board Thread:General Discussion/@comment-26186871-20180525164959

Part 1

So, does your roleplaying group consist of adventurers that just kill everything at first sight? Do you want to find a way to REALLY play with that, showing just how bad that idea can get..? Do you want a campaign where the goal is NOT to kill, but rather, create peace with the opposing side? Well, then this is the campaign for you! UNDERTALE! By the end of the campaign, the group should probably be roleplaying a LOT more, because this is designed to REALLY mess with doing things like killing off what may be innocent just for treasure and EXP, if their alignment really is "Good".. It will deconstruct the nature of metagaming, and subvert the common expectations players might have, due to clichés, causing many of these metagaming attempts to backfire. So, yeah. (Also, it serves as a way to RPG Undertale! You know, the reason why the title exists like such!)

For this particular campaign, everyone starts at Level 1, for reasons described later.

---The Beginning---

The campaign should start similar to any other campaign:The party first meeting and getting together. Then, start introducing rumours through NPCs there-Have them speak of a certain area that those who enter are said not to return. They should each have a few different "versions" of the myth, each telling what might be on the other side:But they should all share the fact that whatever's below are some kind of dangerous creatures.. I'll be calling it Mt. Ebott at times here, but in case if your group knows about Undertale, you can change the name, and even the fact that it's a mountain:Caverns can do..

When the players first enter the mythical area, they'll soon find that there is no going back. This might seem to be simply because they fell, if they wouldn't be able to climb that high anyway, but there is actually a kind of magical barrier, that does not let anyone leave. The rumors were correct. Perhaps the players might think they entered some kind of trap.. And the first encounter will only serve to reinforce that.

--False Tutorial--

The party is first greeted by what appears to be an NPC, but is instead, an enemy-They might realize there's something strange about this creature, as it will be something that is usually not sentient-But it must still work as a vessel for something alive. This will make a plot point much later on. He'll act as if he's an NPC, giving you guidance on how to grow strong-Simply collecting a certain item, which can heal you.. But, they instead actually DAMAGE you, knocking you down to 1 health. There might be someone who does a Sense Motive check: The creature has a +4 CHA modifier, and is trained +2 in Bluff, so that's a +6 bonus. (Remember that Bluff rolls are NOT to be seen by the players-Just tell the players what the results tell their character. This is to prevent the players from seeing that the opponent rolled, say, a 20, and deducing that means their result was wrong.)

If attacked, the NPC will instantly go to attack the party, and they'll get a sense for how strong he is, when they're knocked down to 1 health. That will be his action. After the round ends, someone else will come over, and save the party with a healing spell, and then cast fireball (3rd level) on the enemy they encountered, causing them to flee.

This encounter serves to break the idea that you should always trust what the DM's NPC's say-So, if your players all just ask an NPC for all the knowledge and just trusts them like that, because they know that DM's don't really start by fooling them.. This might break that.

Okay, this is getting long. But.. That's what parts are for, right? 