Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



BECMI Adventure Design

by Håvard

Basic (1-3)
- PCs can become heroes of their village. Threats are local.
Arena: Adventuring in dungeons.
Travel: by foot
Resources: Keep track of everything. Torches, ammo etc.

Expert (4-14) - PCs can become heroes of their kingdom. Threats are nation based or from neighbouring realms.
Arena: Wilderness, Urban and dungeon adventures.
Travel: horseback
Resources: Gradually, the group will have enough gold not to worry too much about mundane items.

Companion (15-25)
- PCs are political forces within their kingdom, either as barons/dukes etc or as institutions of their own right as knights, Paladins, Magi etc. Adventures will often involve taking care of their own dominions, the lands of allies and lieges. The arena will be the continent or entire campaign world. Threats will come from other empires or outer planes as well as rival barons etc.
Arena: Court, Inner planes, Wilderness, Urban, dungeon.
Travel: griffons, flying devices
Resources: No need to keep track of personal resources, only dominion resources.

Master (26-36+)
- PCs are kings or kings treat them as equals (Gandalf and Theoden). They will deal with threats to the world or to other worlds. Not always world ending scenarions, but world changing ones. Contact with Immortals, artifacts etc is likely.
Arena: Outer Planes, Wilderness, Urban, dungeon.
Resources: No need to keep track of dominion resources? Raise dead, wish etc will often be available in the group.
Travel: Teleport/gate to location or travel on dragonback.

Immortal -
The world can be left behind. Exploration of the multiverse. Solving cosmic mysteries. Intrigue and alliances among the Immortals. planar "dungeon crawls".