Monday, 24 March 2025

The Most Difficult Single Class Campaign

I've long been interested - really since I was an adolescent reading the old 2nd edition 'brown book' Complete... series - in the idea of a single class campaign. There is something that is simply innately appealing about its combination of challenge (how would a party of 1st level Magic-Users navigate the problem of combat?) and possibility (what type of world, setting, scenario is appropriate for a party of Magic-Users to exist within?).

Some classes are, however, much easier to single-classify than others. Fighters, for example, seem ready made for it - a single class fighter campaign would correspond pretty closely with the presumptions of a traditional sword-and-sorcery setting of the Conan variety, not to mention of the Greek myths (what is the Odyssey or the legends of Theseus or Jason if not single-class fighter campaigns?). 

Thieves are another easy sell - the PCs are a gang of assassins, tomb-raiders or burglars; they are perhaps members of a guild....a single-class thief campaign almost writes itself and, like the single-class fighter campaign, has a ready-made implied setting (an archetypal Big Magical City).

Other, more specialist or optional classes, likewise seem tailor-made for 'Everything Is...' campaigns. Everything is druids = PCs are protectors of a pristine natural region against interlopers. Everything is paladins = PCs go around smiting evil or protecting against demonic or undead interlopers. Everything is rangers = PCs are responsible for the guardianship of a vast border region or badlands, etc.

The most difficult single class campaign to conceptualise and sell is, I think the single class cleric campaign. This is for two reasons. The first is that clerics are, stereotypically, like the goalies or bassists of D&D. They are necessary but their roles - protection and healing - are unglamorous and even dull. The second is that a single class cleric campaign is hard to envisage without too much of an overlap with other single-class campaign motifs. If the clerics are going around fighting demonic entities or the undead or whatever, how is that different to a single-class paladin (or fighter) campaign? If they are scouring the world for holy artefacts, how is that different to a single-class magic-user campaign? And so on.

The route forward for a single-class cleric campaign would be I think to focus on two things. First, it would be necessary to pay careful attention to the institutional environment in which clerics are situated. Whether the medieval warrior-priest of OD&D archetype or a heart-ripping Aztec thaumaturge or jungle witch-doctor or steppe shaman, a cleric is part of a broader religious infrastructure. A single-class cleric campaign would thus have to I think be centered around the furtherance of the ends of an order of some kind and may therefore concern, to a much greater extent, an idea about the systematisation of internal politicking and perhaps also the extent to which there are theological rights and wrongs. 

Second, it would be necessary to clarify what a gang of clerics would be motivated by. 'Quest-dispenser' campaigns are boring and railroady - I would not be an advocate of 'mission of the week' style adventuring in which a holy oracle of some kind simply declares tasks for the PCs to carry out. What then would clerics do?

Some possibilities:

  • Pilgrimage - a long journey across a pre-defined and dangerous route.
  • Protection of a religious minority - perhaps the PCs are clerics of a religion that a specific, relatively small group of people hold dear against a majority that is indifferent or vaguely hostile
  • Roaming about applying holy law in a quasi-Dogs in the Vineyard format
  • Tending to a flock of believers in far flung places scattered across a vast landscape filled with mystery and terror 
  • Searching for sacrificial victims of a particular (rare) kind
The trick is pulling this off in such a way as to avoid 'quest-dispensation' and maintaining - and making maximum use of - the specific role of clerics as such. 

33 comments:

  1. "In The Footsteps of Hercules" is all about traversing the Peloponnese in a pilgrimage, visiting a dozen sites of legendary events. I only rated it 3/5, but there's inspiration there; with some elaboration or some framework or some factions & external events that might be a good kernel. Or pull up a few other myths & sets of heroic events that are in the same area, multiple overlapping pilgrimage routes?

    I've been sketching a low fantasy setting on Corsica, where with a mix of carthaginian/caananite, etruscan, and greek incursions there's a smaller circuit of probably four temples to Melqart-Herakles, and thinking a pilgrimage though them would be a good source of diegetic divine powerups.

    Campostela is a single destination, but there are plenty of lonely paths to it that there could be dangers along.

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    1. A pilgrimage to get power-ups is a nice idea. My big problem with pilgrimages is how to avoid it being a railroad.

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  2. The Ars Magica RPG has some interesting ideas for a mage-focused campaign, namely extensive use of henchmen. Each player not only has a magician main character but also controls bodyguards, scouts, merchants and the like as followers and retainers who could fulfil the role that PCs of other classes normally play. But without these trusted NPCs, I can see an all magic-user party having difficulties in combat with anything that can resist a Sleep spell.

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    1. Yes, I did play/read a bit of Ars Magica back in the day. To make it work in D&D one would really have to design a setting which was not predicated on wilderness or dungeon exploration but much more along the lines of politics, investigation, problem-solving, etc.

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  3. The Cleric / Paladin similarity is just the latest manifestation of the lack of distinction between these two classes. “Holy warrior who can channel divine power to heal and repel undead and demons” is pretty specific, and AD&D has two of them for some reason. Once you get rid of the weird “no bladed weapons” thing it’s unclear what the difference is supposed to be.

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    1. Agreed for the most part. I suppose conceptually the paladin is 'just' a holy warrior and the cleric is literally ordained. But that's a very weak distinction.

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  4. Idle half-formed musing: the secret for a functioning single class cleric campaign might be not setting it up in a medieval context, but on an ancient one. Roleplaying trapist friars might be a bit much (how many re-hashes of The Name of the Rose can you sustain?) but if the setting is, lets say, kind of pseudo-Egyptian your player character cult of wackos can actually make it work: vile Toth Ammon, sorcerer prince of the Black Circle has sent an urn bearing an assassin snake to Kalanthes of the Ibis...This is a declaration of war among the sects of the Old Gods!

    The priesthood of Ibis will send four acolytes - for full ordained priests would be immediately detected by the wards of the Serpent Idolaters, and slain by invoked white carnivorous baboons - into the shattered desert of Stygia, there to make their way clue by clue, hex by hex, to the unclean sorcerer hovels and slay them in retaliation! None other could attempt this feat (nay, this service!), for none other would be above the corrupting venom of the mind that make all stygians idolaters.

    Rince and repeat as needed, with the acolytes organizing defenses on their side of the territorial cold war. Have Kalanthes teach them that such back and forth is The Balance, inherent to Cosmos Itself, and that Ibis' Burden is to forever check the plans of Set and His Serpents. Add visions from the gods themselves demanding geases, some also in retaliation. Being a cleric is a calling, after all.

    Now that I've put it this way...Maybe anything a secret agent flick of the 1960's uses as plot can be translated somehow to this cleric caricature? I had a history professor that mockingly described Jesuits as "the western equivalent to ninjas": who else can make documents disappear under fortified safes or subvert an organization by simply letting themselves be captured by it? Rewatch "The Mission" and set it in the Hyborian Age. Done.

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    1. Yes, I like that idea. Part of the issue is actually the blandness of the traditional D&D cleric. It doesn't have to be that way.

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  5. Many of these suggestions assume the clerics are part of the same church, which is an interesting campaign gimmick in it's own right that would work as well or better with a mixed-class party.

    A different angle is to have each cleric worship a different god. As mixed-alignment campaigns go it's somewhat plausible: a paladin of Tyr is never going to travel with a Shar shadoweaver, but their priests might work on an ecumenical council together. That's not a great adventure hook by itself but you could imagine the council finding out about, say, a dangerous religious artifact, and each not trusting the others, agreeing to send a mixed group of acolytes to secure it and report on each other.

    Or for a more co-operative setup, you could take inspiration from Glorantha and say that each cleric embodies their god and certain combinations are ritually necessary. So if you want to rescue someone from the underworld, you'll need clerics each for Hades, Dionysus, Persephone and Hekate. Or perhaps some combination of gods agreed, after the last great cosmic war, to seal away a particular mcguffin such that it could only be opened by a combined effort....

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    1. I see what you mean. Although there might be a danger that if there was too much difference and specificity between clerics they would lose their 'single-classedness' in all but name!

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  6. Some ideas:
    - Proselytizing: the clerics need to expand their numbers to X or by X%
    - Investigate a reported heresy within the congregation in some city
    - (sub-type) Counter the effects/influence of a rival religion in some region
    - Counter the demonic plague-curse-infestation threatening a village or region (sub-type: zombie apocalypse/undead)
    - Re-dedicate the desecrated altars of an Ancient One. Prepare a congregation to receive her, dedicated and faithful servants who wish to reign with her as lieutenants, captains, and princes. Infiltrate the royal government and strategically replace or convert ministers so that the location of her tomb may be found and the gate opened that will allow her to reenter the world.
    - Prevent the previous with few resources, only elderly and infirm parishioners, and laughable warnings that fall on deaf ears.

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    1. Good ideas. I like the prosleytizing idea - systematising it would be the really interesting thing!

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    2. You could give XP for every conversion as if you had defeated them.

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    3. Haha! Now that is a great idea!

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    4. There was an article about proselytisation in Dragon magazine back in the day. Let me see...aha! "More the Merrier", starting on page 12 of Dragon issue #92. I'm not promising it's a good or useful article, but it's something to start with.

      In fact, the rest of the articles in that issue might be relevant to this topic.

      The Heretic

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    5. Reminds me a little bit of Civ 5.

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  7. I think it would be funny to have an all-bard group that goes around looking for gold, girls, and hard drink.

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    1. You're not the only one to have had this thought and I have a vague idea I even wrote a post about it back in the mists of time...

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    2. A touring band (going from gig to gig) as adventurers? Yeah, okay, each stop on the tour (tavern, street corner, wedding, ball at the king’s palace, festival, birthday party, etc.) could have its own episodic whacky antics.

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    3. That was roughly the idea.

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  8. As a counterpoint to going full on pre-Christian Egyptian priests what about going for renaissance mystics operating as necessary but embarrassing arm of the church in the Age of Enlightenment? I remember reading that the cleric originally came about inspired by Van Helsing vis-a-vis old Hammer films as a way of dealing with pesty level draining age inducing undead. You could lean into this with a kind of dirty dozen of the church who are the only guys who can stake a vamp or exorcise a demon, the priests are just bankers and politicians. You could have the academic, the wild-eyed prophet, steely eyed stake driver, etc. Fighters and rangers can handle the bandits and orcs, but when ghouls start eating the village children you have to call in God's madmen......

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  9. Having a band of priests moving past the explored borders of their society, into unmapped lands populated by non-believers, in an attempt to bring the enlightened word of their god to these people they see as savages. It's a traditional hex-crawl adventure, with additional xp granted for converting the locals, establishing bases of worship from which to spread the word, etc. They could be merchant priests, like the Portuguese venturing into Asia to dominate the spice trade. They could be militant priests, a crusader themed campaign but with less cannibalism and actual miracles. They could be a group of holy men following a military campaign into unknown lands, witnessing the atrocities of that military campaign and trying to be a voice for their god and sway the rapacious nature of the soldiers. I also love the above idea of God's madmen purging the unclean. Could also apply to investigating and purging a heretical sect of chaos worshipers like the old WFRP campaigns.

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    1. Think Roland's Joffé "The Mission"

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    2. See above. An XP-for-conversions economy would be necessary!

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  10. I think there is quite a handicap in imagining a varied group of Clerics, aside from the mechanical redundancies. See also: https://worldbuildingandwoolgathering.blogspot.com/2024/06/faufreluches-o-sister-where-art-thou.html

    I wonder if the Book of Exodus counts as an all-cleric campaign?

    Vampire Hunting is an easy option as well, of course.

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    1. Book of Judges? Or would that be paladins?

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    2. The all-Cleric is the much more existential. Beneath the brummagem is Gruumsh One-Eye the very same entity as Odin-Bileygr? And maybe your side is getting PASTED - CoC by way of Warhammer by way of a 1970s police procedural by way of Army of Shadows/L'Armée des ombres. (or add in the caper element mentioned by Anon above for a lighter touch, with a dash of Lanthanum Chromate).

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  11. On further thought, Isiah has it the best with his addled craftsman from 44:13 who ultimately "feeds on ashes": 'Ah! I am warm, I have seen the fire . . . Yes, I have also baked bread on its coals; I have roasted meat and eaten it; And shall I make the rest of it an abomination? Shall I fall down before a block of wood?'

    Shophetim (all alignments) v. the Slop. Say what you want about the tenants of Lolth-adoration, but at least it's an ethos, Fella. The onrushing overflow of shadows are on close examination devoid of any qualities whatsoever other than ontological engulfment. All hands on deck.

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  12. In my view, the clerics are the Special Forces. They are there to win the Hearts and Minds of people. Either their power (secular, magical or religious) has conquered the area, and needs the population more sympathetic to their case, or there is an enemy trying to take over the area, and the locals needed to be healed and protected. So a campaign of small skirmishes, and long semi-diplomatic healing and getting to know and protect the locals sessions. Winning trust through doing mini quests, healing, protecting and helping the locals. And protect them from the inappropriate, unjust and burdensome demands of your own superiors, who try to break the trust that you build by rashly taking action on some of your leads.

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  13. I've been running a single class cleric campaign for the past few months. It's a twist on the pilgrimage idea you mentioned. It's in a homebrew setting, the land of a million gods, where there are countless cults and religions big and small.

    Many clerics/priests/holy men received a vision of a shrine that has ties to every major religion as a sacred place. The shrine is said to contain an artifact that nearly every god wants to get their hands on. But the shrine has been lost for centuries. However, through the vision its location has been deduced. This kickstarts a race to the shrine, as thousands of pilgrims search for it, hoping to win favour with their respective religion/god.

    The party is made up of clerics from a bunch of different religions. They decided to group up for safety on the long and treacherous journey. There's an unknown faction that has been kidnapping clerics, and the supposed location of the shrine is in the godless land, a country where all forms of religion is abhorred.

    Despite this tentative alliance, each of the members of the party plans to betray the others and take the relic for their own god. Along the way, there has been arguments about faith and the differences between religions, some clerics in the party are more devout than others, and one--due to recent events--may even lose their faith entirely.

    I didn't think the single class cleric campaign would be all that interesting at first (I started running it because of a joke) but so far it's been a blast. I highly recommend giving it a try.

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    1. This sounds awesome! Do you have a system for determining how effective each cleric's apologetics is? Please share if you do! Also: "...the godless land, a country where all forms of religion is abhorred." Are you referring to south central New England???

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  14. The greatest problem of a single -class cleric campaign is that they are OP as f*ck. And the second greatest is that in most editions they are all alike. Everything else is just icing on the cake.
    Of course, the idea of making a campaign about institutions is sound - but it is also sound for most other classes (except druids, possibly).
    Mike

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