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How would you create a redwall campaign? Would you create a

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How would you create a redwall campaign?
Would you create a class system or just a race system?
Would you have the campaign at red wall or somewhere else?
Would it be really hard, really easy or somewhere in between?
>>
Just use Mouse Guard and set it in the Redwall universe
>>
Woodland Warriors does this with a very D&D-style system. Its art leaves something to be desired though. There's also Hyperborean Mice, but the attributes for social standing might not work well in a Redwall game.

Barbarians of Lemuria might work pretty well, too. Just replace all the different races of men with mice, hares, shrews, badgers, and the like, with their own qualities.
>>
>>54932349
>How would you create a redwall campaign?
>Would you create a class system or just a race system?

I think Redwall is the perfect sort of setting for a more narrative based system. Mouse Guard doesn't fit well because it was mainly designed to emulate the world of Mouse Guard which, despite superficial similarities (mice! with swords!), is quite different. Mouse Guard is much more gritty, with an emphasis on the fact that the player characters are much smaller than most of the threats they face.

Size and species difference in the heroic fantasy world of Redwall is based more upon plot and dramatic need. A mouse can fight a fox to a standstill with the sword of Martin the Warrior in his hands. In Mouse Guard, a fox is essentially a dragon, a beast that might take fifty mice to bring down.

I'd use Fate or something with similar aims to run Redwall. Aspects would cover the differences between species without having to worry about the minutiae of stat differences and would put emphasis on the connections of the characters to the world and each other.

>Would it be really hard, really easy or somewhere in between?

I suppose that would be up to the players and their expectations. Personally, I'd want a world slightly more grown up that the books, with a bit more grey morality, while still having good triumphing over evil in the end and death being impactful and dramatic when it does occur. Going too far into the darkness - searats raping their captives or a secret cannibal cult in the abbey - would cut into what's best about Redwall.
>>
>>54932349
>Would you have the campaign at red wall or somewhere else?

I've actually been dreaming up a Redwall campaign for awhile now. Like any good Redwall story, it would roam the entire countryside and beyond, especially if it went on past one campaign and into the next.

The main crux of the campaign would be that the woodland and the shores have been enjoying uninterrupted seasons of peace for longer than even the most elder of abbey dwellers can remember. The Sword of Martin the Warrior has gotten a bit dusty and dull, untended. His memory as abbey founder is still honored, of course, but the time for warriors seems to have passed.

Salamandastron has been without a Badger Lord since even before peace settled on the land. The core force of fighting hares has dwindled down as their children and their children's children see less of a reason to keep a standing army and more of a reason to settle and farm the lands in from the shore. The ones that still keep a vigil in the mountain are either old or young recruits that are seen as slightly daffy, flighty, or good for nothing.

The first threat that galvanizes the countryside back into action is the appearance of a barbarian flock of seabirds. A massive raiding party big enough to blot out the sky, made up of gulls, gannets, and the like, all lead by a truly imposing albatross warlord. Their goal is to make Salamandastron their new nesting ground, having found the shores the perfect place to raid...save for the lack of cliffs and rocky shelves where they would normally roost. The mountain is prime real estate.

The PCs would have to find the fighting spirit in themselves and rouse it among their fellow woodlanders to take back the mountain. It would probably involve some sort of quasi-mystical quest, a potential Badger Lord or two, and maybe even a band of mercenary pirates that view the chaos as a good time to stir up more trouble.
>>
>>54933036
One thing that would emphasize how different the world is after so long without vermin armies stomping about is that at the mouth of the Mossflower River, where it meets the sea, a once ramshackle little colony would have turned into a bustling port town. What's most interesting about it is that the town is made up of shrews, otters, and rats. It began life as an outpost of searats that had given up the pirating life and slowly - mostly thanks to the otters keeping everyone in line - became a town of fishermen and traders. The governor, so to speak, of the town would be a burly, gruff sea otter who takes no nonsense from anyone.

The whole place would be considered just a bit unsavory to good Abbey folk (and thus a constant source of fascination to the young and headstrong), but would be more than tolerated as they're starting to enjoy some of the little luxuries that appear in the port - dyes, spices, and such.

The seaport would factor into the second campaign, if it got that far, as the mercenary pirates would do some harm and steal something - or someone - important. The PCs would get to gather up a band of salty searats and set sail for the lands beyond Mossflower. I always loved the thought of Redwall natives ending up somewhere exotic and unfamiliar. Maybe where the komodos came from. Or maybe a Redwall version of the New World, complete with strange animals like flying squirrels, porcupines, and raccoons!
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>>54933103
The idea of a port town is actually really cool. partially because it would allow for a lot of weird one off species(hamsters, wearats) to show up as just oddities, and partially because it would push piracy inwards onto the streams and rivers of moss flower of which there are tons and that could be cool
>>
>>54933036
>>54933103
Sounds pretty neat, Anon.
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