It has been six years since the frightful night when assassins struck against your clan. You were among the eight novices who managed to escape the massacre by luck and the sacrifices of your family.
You all swore to go your separate ways to study and train in the best ways you could in order to become stronger, wiser and more capable… anything to put the spirits of your fallen to rest on the appointed day.
Now that day has come.
In the ruins of your fallen ancestral home you find the faces of those who fled with you that fateful night. Older, wiser, stronger, but eyes still burning with the same hunger for justice you feel in your heart.
I’ve had some encouragement from some of my play group to run Qin: the Warring States, and so I’ve been putting some serious thought into a campaign premise. Eight Swords of Vengeance is my attempt to try an emulate the genre with the tried-and-true revenge flick sensibility meets wire-fu and historical Chinese sensibilities and genre tropes.
For character concepts, I’m expecting the gamut from the players. Just because they were all studying under the same Clan doesn’t mean that they’re all combatants. The premise is pretty clear that they sought out a means to extract revenge by learning to be the best at something, whether that be politics, manipulation, magic, kung-fu or crime. This allows players to pick a concept that they’re comfortable with, while still having a singular uniting thread that will make them cooperate despite any external differences.
I’ll be pitching this campaign idea to my team and seeing what kind of response I get from this. Hopefully they’ll bite.