So, after the initial brainstorming I have some ideas to go with, that is: building a fantasy mash-up over the Middle Earth hack (more about this later) and using Obsidian Portal as a campaign manager. I will also produce a new DM binder to store all the tables and stuff printed from the Wiki so not to end having to play with the computer, which is something I don't really like. But this, again, is another topic I will cover moreover. In this post, I want to discuss the last year or so of weekly campaign, analyzing the adventures, what worked and whatnot.
Adventures And The Plot
Our first adventure was about becoming part of this guild of demon-hunter monks. The campaign was set in this world with no sun, toe-to-toe with the Abyss, where demons and devils often pop-up here and there causing troubles. The "test" was about entering a dungeon, fighting some stuff, get out and begin the training. So eventually we managed to do all of these things, got a bunch of new special abilities and a couple of minor magic items. After the training, we were sent to this port to investigate some strange ritual murders (second adventure). We failed gathering enough clues (which really wasn't our fault, or so was my impression anyway) and a powerful demon was eventually raised in the city. In the meanwhile we fought some Goblins in the sewers (that ended up having nothing to do with the murders and demon rising at all), some Imps (supposedly the killers), and were contacted by this mysterious NPC that helped us and then we heard nothing about her again. At this point we joined a merchant looking for a library in a ruined city in the desert (the world apparently was mostly desert - we never saw a map of it anyway so who knows). There we confronted some powerful devils, some weird tricks and traps settled by the MU who was the original owner of the library, and finally reached our goal retrieving a huge hoard. (That was the end of our third adventure.) We went back to the port, spent our moneys in magical gear, and learned about the nearby woods. Thinking we could find some clues about what was raised in the city, we headed there, met some Rangers in trouble, and learned about this mysterious cavern. We went there, my character almost died in a battle against some really huge displacing spider (only character who really risked his life in the game - he was a Sorcerer anyway), and finally arrived to the cavern. (From hereon I think we were playing some 3.0 adventure, name it if you recognize it.) In there we found a huge tower, at the top of it was a dragon. My character came to terms with the dragon by gifting him something magic (like a useless wand or something), avoiding the battle and being allowed to enter the tower. There we fought a lot of monsters, mainly undead, and I admit it was like the most entertaining part of the campaign (I love dungeons). We kicked the boss' ass, and crawled out with some treasure we left to the Rangers to remake their stronghold. End of the fourth adventure. Then, some way I don't quite remember, we learned about this truly powerful artifact: a necklace crafted by the Gods themselves (note: the setting was so poorly detailed we knew nothing but this about the Gods, whatever). Last time it was used it really screwed up everything and eventually created the big desert in which we lived. So we decided to get over it, find it, and possibly destroy it. Then we learned we weren't the only one looking for the necklace: someone else was on it, and they owned this diary leading straight to the pyramid in which the necklace is said to be stored. We tried so steal it, but eventually someone scooped us. And here we are.
What Worked And Whatnot
I had similar issues with my previous campaign with this party of players (The Doomed Wastelands). To me, the biggest problem was our DM mixed the sandbox and railroading kind of play the wrong way - that is: we were thinking about following some path of sort while we were truly only going around, and the vice-versa. This is something that must be absolutely avoided. The more, most of the players in the party are not good on sandbox playing, and want to be railroaded. I bet that if I'd go with you go kill the Dragon of Despair as an adventure for 1st level characters, they'd go without asking a question. Also, they are not really interested in writing the story, and much prefer to be passive tools of faith in their quests. Thus, I'm not offering any kind of sandbox playing to them. Also, it's my guess they want something truly linear - so no twisting plots. Oh well, good for me - lot less work needed.
Thus, The Plot
From the above consideration, I'll go with a simple stupid idiot proof linear plot. The more, I won't even struggling writing down something original. I think I'll go with LOTR: you go find this powerful artifact (the above necklace) which is important to the Big Bad Guy (Vecna-style Lich) to regain his power and strike back subduing the Free Peoples of the world. When you find it, you destroy it. I guess half the campaign will be about finding, the other half on destroying. Or perhaps 3/5 finding 2/5 destroying. Whatever.
Campaign Structure
I will plan five adventures, from level 9 to 14 (thus, one level for each adventure). According to what happened in the last year of playing, it seems likely that this will take about 10 months to complete. Each adventure will be clearly and easily linked to the following one: I really want to give them a sense of what's going on and a strong sense of "you are winning". I don't want to turn it all in a cake walk, but I think it's important not to take things at a level of complexity they are not capable of/not interested in carrying.
Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts
March 25, 2012
March 23, 2012
New Campaign Brainstorming
A couple of days ago I was asked by the actual DM in our weekly Pathfinder campaign to take over the role and start with a fresh new cycle of adventures. I'm quite excited about it, especially now that (having played a little) I feel quite comfortable with the rules. Despite the fact that I've never liked running story-oriented campaigns, this time I'll try to go in this direction. I think I'm doing something really simple and quite linear, not to end up with a story too difficult to handle (playing once a week means little prep time in-between sessions, especially considering that I do have a life outside D&D, whatever), thus the trite classic prevent the rise of a new dark lord theme. The point is I need a world to settle this new campaign, so here's some brainstorming about the topic. Suggestions and critics are welcome!
Fantasy Mashup
The first idea I had is to paste together everything I like in fantasy, so to create a world in which I have a spot for every weird idea pops into my head and use for future attempts. Things to throw in include: a pirate archipelago, a sky realm, Transylvania, a dark desolation of chaos, primitive lands for swords & sorcery, a couple of different human kingdoms (vikings, medieval knights, despotic technocracy) and a lot of empty space for future addenda (desert land for Arabic themed adventures, an uncivilized land, a Japanese themed country, and so on). So yes, basically nothing too different from Mystara. Creating a brand new world has its benefits on the long run (that is, re-usability), but its nonetheless one hell of a work even if one limits his efforts in barely sketch up everything focusing only on what's really needed.
Middle Earth Hack
I'm toying with this idea since, like, always. I think hacking the Middle Earth could really provide me with a very interesting world for a D&D campaign. Of course, the hack part is where I put in everything D&D-ish (like common high-magic, clerics, powerful magic-items and artifacts, Dwarf Rangers, Gelatinous Cubes, etc.) with little attention not to denaturalize Tolkien's masterpiece. The benefits on the short run is that I would only need to adjust what is worth (like, for example, place the Witch-king of Angmar among with Sauron and Smaug all in the same time-line) and already have a general idea of what's where, and how the world scale works (I always have hard times with this kind of things). The major drawback I see here is the limited re-usability of such a setting.
A Possible Solution
How about using the Middle Earth hack as a base for the Fantasy Mashup world? Like, it's obviously the western portion of a larger continent, and many of the things I wish to include (oriental, Arabic, Viking, medieval kingdoms, etc.) are already in one way or another. I could make it work by reorganizing it's geography (for example, switching Rhovanion and Eriador, Mordor and Angmar, making room for Transylvania in the eastern part), changing most of the names (except the generic ones, like I don't know, The Misty Mountains) and so on.
Fantasy Mashup
The first idea I had is to paste together everything I like in fantasy, so to create a world in which I have a spot for every weird idea pops into my head and use for future attempts. Things to throw in include: a pirate archipelago, a sky realm, Transylvania, a dark desolation of chaos, primitive lands for swords & sorcery, a couple of different human kingdoms (vikings, medieval knights, despotic technocracy) and a lot of empty space for future addenda (desert land for Arabic themed adventures, an uncivilized land, a Japanese themed country, and so on). So yes, basically nothing too different from Mystara. Creating a brand new world has its benefits on the long run (that is, re-usability), but its nonetheless one hell of a work even if one limits his efforts in barely sketch up everything focusing only on what's really needed.
Middle Earth Hack
I'm toying with this idea since, like, always. I think hacking the Middle Earth could really provide me with a very interesting world for a D&D campaign. Of course, the hack part is where I put in everything D&D-ish (like common high-magic, clerics, powerful magic-items and artifacts, Dwarf Rangers, Gelatinous Cubes, etc.) with little attention not to denaturalize Tolkien's masterpiece. The benefits on the short run is that I would only need to adjust what is worth (like, for example, place the Witch-king of Angmar among with Sauron and Smaug all in the same time-line) and already have a general idea of what's where, and how the world scale works (I always have hard times with this kind of things). The major drawback I see here is the limited re-usability of such a setting.
A Possible Solution
How about using the Middle Earth hack as a base for the Fantasy Mashup world? Like, it's obviously the western portion of a larger continent, and many of the things I wish to include (oriental, Arabic, Viking, medieval kingdoms, etc.) are already in one way or another. I could make it work by reorganizing it's geography (for example, switching Rhovanion and Eriador, Mordor and Angmar, making room for Transylvania in the eastern part), changing most of the names (except the generic ones, like I don't know, The Misty Mountains) and so on.
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