Inner Universe

The Basics
Wherein I talk about the campaign specifics in a jumble

For basic questions, go here: http://https://docs.google.com/document/d/1OwRDPzP2-uOVZ1NHisP7nHvxC3VEaBNj_825gpHbWEE/edit?usp=sharing

A few more points:
1. Inner Universe is an Eberron campaign in only the loosest of terms. While I do like Eberron, I more or less appreciated the setting more than the specifics.
2. Inner Universe is a character-driven story. By this I mean that I do not arbitrarily decide what happens before it happens. The PCs make many of the decisions about who the next villain is through their actions. A Dungeon Master can double as storyteller only if meaningful interactivity is included.
3. I am usually open to people doing individual missions when apart from the group to get ahead in their respective Houses.
4. The regeneration pods in the Adventuring Guild have a separate power supply, powered by the leader of the Adventuring Guild. The DM is not allowed to restrict usage of the regeneration pods unless something very specific occurs, or the player has violated protocol.
5. I suffer only funny fools. If you came into my campaign with the expectation you can do things at my or the other players’ expense, I’m likely to kick you out faster than you can say “it’s just a prank bro.”
6. Make a perfect, flawless character who can never do wrong or make a self-insert character with the above traits unironically, and I’ll kick you out faster than you can say “power fantasy.”
7. Focus so heavily on your build that you lose sight of the roleplay, and I’ll kick you out faster than you can say “Check out mah build”
8. I award INSPIRATION for meritorious actions such as staying true to your character, a re-roll that can serve other functions. When you reach 10 INSPIRATION, you will gain access to a player-tailored INSPIRATION POWER. There are other, hidden INSPIRATION POWERS throughout the campaign. Will you find them all…?

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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