Player character wants a gun in a prehistoric campaign. What to do?

Brief description of my campaign:

  • Takes place ~1000 years after creation
  • Bronze Age for most of the world, some parts are beginning the Iron Age
  • Dinosaurs and Fae are still relatively common in the material plane.
  • The most advanced city-states are magically advanced instead of technologically advanced.

I am a new DM just starting on worldbuilding for this campaign. So that’s already a relatively big spike in difficulty for me. I’ve been a player on and off for a couple years now so I’m not completely new to DnD. My friend has been my only DM during that time and he’ll be a player in my campaign. I’ve told him what I listed above with a bit more detail for feedback so he knows the type of setting I’m going for.

He wants to play an artificial human who uses swords and guns via Mercer’s Gunslinger class, and he wants his backstory tied to some kind of mafia he’s tried to cut ties with.

It seems like he’s been wanting to play a shadowrun styled campaign for a long time and the character he wants to play just feels completely out of place in my campaign.

The gun is the main problem. Balance for a gun isn’t an issue; I’m confident we could figure that part out, but thematically it just feels wrong the more I flesh out this world. I honestly don’t think even crossbows would be a thing let alone flintlock. We’ve been working out some kind of arcane pistol that shoots aetherial crystalline projectiles that dissipate after a time, but at that point it’s essentially a wand with gunslinger mechanics. Besides that it feels a bit Star Wars-ish to me and that’s not the theme I’m going for.

An artificial human brings to mind an android which is off the table, but I could work out some sort of magical origin, but most likely he’d just be created from some sort of god because to create new complex life at this stage would require godlike abilities and knowledge.

And then the mafia thing is when I realized that perhaps my campaign just wasn’t what he’s looking for. There will be occasional bandits here and there but organized crime isn’t really a thing yet. If anything it’d be a cult in his backstory rather than bandits or crime syndicates.

I’ve told him we should be able to figure it out, because I really do want him to have fun playing whatever he wants, but he’s told me he’s been wanting to play this character for awhile which makes me think he’s really just wanting to play in a completely different setting. The more I work on my world the more it just seems completely out of place to have a character like that in it.

I’m tempted to say he needs to come up with something else entirely. What should I do?

Wanting to run a groundhog day/day after tomorrow campaign. Are there any known examples of campaigns that are similar I could use for inspiration?

I am thinking through a DnD 5E campaign based on the movies groundhog day and Edge of Tomorrow. The idea is that the players will exist in a loop of time, always waking up in the same moment and regardless of if they are alive or dead always resetting at the same time.

I have the narrative set out, and I am working on populating my region. I figure that with this kind of adventure I can fill my sandbox with a host of NPC’s who’s behaviour and actions every day can be stated unless/until the players do something to disrupt it. But I need to determine the game rules for this unique type of game. Things like Spell learning, gaining experience, repeating the same actions and the impact on DC. In my mind the players will reset every day with the same equipment so things like spell components etc an dhow I manage this.

In order to avoid this becoming a discussion I am looking for, either published examples of campaigns or adventures that have this kind of a story thread. DnD (any version) or another high fantasy system would be great, but if its a sci fi or other thematic system I can still look at how the rules are adapted to take account of the cyclical rather the linear nature of the story.

Alternatively I will also accept any first hand experience of running such an adventure and the rules you home brewed to deal with the issues you faced.

Campaign meta-game [closed]

I’ve been looking for a campaign meta-game for my players to track elements during adventure ‘downtime’ and was curious what people in the community have tried?

For example, an island world campaign (a-la fantasy Firefly/Cowboy Bebop) where players have to worry about maintaining a ship to travel between adventures.

They would have to maintain cargo, ship repairs, and relations between islands that affect events during game time.

I’m stuck trying to make some mechanics that would be impactful to a group of players however, any ideas?

How can I effectively keep track of the timeline of a campaign?


Introduction

I’ve been playing table top RPGs for some twelve years now, both as a player and a frequent DM. During this time, I’ve had maybe half a dozen campaigns and none of them have been particularly accurate in regards to timeline and time management.

The problem

The problem revolves around keeping track of the smaller time frames in which events occur and, in extension, what else would occur during that time.

The bigger timeline (Year 2000: A happened, Year 2050: B happened, and so forth) is quite easy to keep track of, since most campaign (at least the ones I’ve played) take place within a year or so. The problem I have is keeping track of the day-to-day timeline.

Example

The PARTY sets off by foot from TOWN1, through the FOREST, before intending to reach TOWN2. This journey is estimated to take one week. Now, before they left TOWN1, the WOODELF sent a message via raven, asking his siblings to meet up with them in FOREST. Furthermore, two nights before leaving, PARTY burglarised a corrupt ARISTOBRAT and stole THINGY1. ARISTOBRAT wants THINGY1 back and has sent out nationwide messages, alerting local authorities of the theft and PARTY’s description.

Halfway through FOREST, PARTY is ambushed by a band of villains, resulting in a long (play-time-wise) fight and once PARTY is victorious, the GROUP decide to call it a night.

Next time GROUP gets together, it’s hard remembering how long the journey was going to take, how long PARTY had been travelling for, how long the raven would take to get to WOODELF’s siblings, when ARISTOBRAT’s message will reach various cities and holdfasts and what the result of that may be. The timeline, and thus potentially the campaign, gets messed up.

Question

Is there a quick, easy-to-use and flexible method, application or other service that can help me keep track of the timeline of a campaign?

Notes

  • I’ve tried writing it down in a notebook or word document. It easily becomes gibberish, and/or disappears among all other notes. Word document is easier, but disrupts the game flow (Wait, I have to write this down. Hang on, let me find the right document. Oh, damn, computer is laggy).
  • The answers to this question suggests either not bothering with it (which I obviously want to do) or using counters which I think works splendidly for keeping track of time passing, but not as much on keeping track of when along the timeline a given event occurred. thanks to @BESW for the question
  • This question relates to keeping track of events that occur regularly, with an even spread on the timeline, which is not the case for my question, as it relates more to creating and managing a detailed timeline of events that occur, pardon my lack of sophistication, willy-nilly. thanks to @BESW for the question

How to uninvite a friend from a campaign?

So I’m am prepping to DM a campaign for some of my friends. But until then I’m just playing in the campaign of one of those friends. A few months ago I had invited a few of them to join the campaign I’m prepping for. One of my fellow players(I’ll call him John) asked to join, and I said yes. I even invited his nephew to join too. This was a few months ago.

But over the last few months of playing with John I’ve noticed the way he plays, and am not sure I want him in my campaign anymore. Things like changing his characters class/background/stat arrangement(we use standard array) without talking to the DM, ignoring decisions that other characters make when dealing with a problem in-game that relates personally to another character, going off on his own in-game, rolling his eyes when other people are talking. And it’s just gotten to the point where I don’t want to have to DM for him. Problem is he has bad depression, especially during this time of the year, and talking to him about this could make him very upset, and I want to avoid starting something. John isn’t a bad person, I just don’t have the emotional energy to deal with this, and this is a homebrew world of mine and I don’t want to sour the experience by having a player that makes running the game unfun for me.

So basically I’m looking for advice on how to tell him I don’t want him in my campaign. I’ve talked with my current DM, but he’s too nice for his own good and doesn’t have much for advice.

Is it possible to play an Epic D&D3.5/Pathfinder campaign with a non-magic hero?

My DM is going to arrange a campaign of Epic Gestalts (LvL 24/24), I wanted to play a non-magic user, but they are so underpowered that I probably can’t, the closest to a non-magic user I seem to find is using Tome of Battle. Is it the only way?

My Character Idea

My idea was to do something like a Warblade16/Factotum8 With a Swashbuckler3/Something11/PathfinderDuelist10 (Even though, Factotum is a bit magic user :-T)

But I don’t know if a mage with a Wish or even any creature on the Epic Level Handbook can launch my character to the stratosphere without effort, where he hopelessly dies.

Although I don’t think the campaign will focus on combat, I don’t want to be placed in disadvantage.

We are using a 3.0, 3.5, Pathfinder gestalt hybrid of handbooks which mean the most useful of the three versions is what we use.

Oh and another question (if you think the build could go as I put it)…

What Should I place in Something 11? (I don’t know if I should do Factotum 11)

The Campaign Idea

In a Forgotten Realms pre-Spellplague Faerûm, 5 characters will go to the city of the dead to argue with Kelemvor about The Wall of the Faithless And the injustice it is to actually exist. If he doesn’t cooperate chars should prepare to change it with not so diplomatic ways.

The other Chars

I don’t have all the info, but I do have some vague idea of what we are having

  • An ArcaneUber[Wiz/Src]/AbleCombatant
  • A Warlock/Master of the Nine [ToB]
  • An UrPriest/Avenger of something (Kinda Barbarian/Roguish something)

Campaign in already existing world and story – fear of NPC domination

This is my first time running a campaign, with just some one-shots of experience.

I thought it would be easier for me to create a campaign in an already existing world that I know very well (World of Warcraft). However, since I would like for my players (who do not know the story at all) to experience the story and to follow some important characters, I fear that they might see their story and aventures as "secondary".

I definitely will allow them to change the story, apart from a few cases which I want to keep.

Do you have any tips on how to allow my players to experience the story arc of some important characters without giving them the feeling that it might not be "their" story and that they are not just spectating some NPCs?