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5 years ago  ::  Apr 14, 2008 - 3:20PM #21
Gaelic_Hero
Date Joined: Apr 9, 2008
Posts: 64
X is starting town, Y is final destination of the caravan the PCs guard... Though I may switch it, Y is start X is destination... I don't know yet... any Ideas?
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5 years ago  ::  Apr 14, 2008 - 10:34PM #22
O_Shazbot
Date Joined: Apr 8, 2008
Posts: 376

Gaelic_Hero wrote:

Ok, I am building my own world but I've been thinking, how should I start this campaign, I don't want to start it with a tavern brawl (Like my last adventure). Maybe like an invasion or something, a new empire is growing and they have a desire to rule everything, including the PCs. I don't know, can I get some ideas?


I'm starting my first campaign with a fork in the road. The left hand path leads to peril, the right hand path leads to a slightly different kind of peril...behind them a few miles is a vast unguarded treasure hoard full of magic baubles and enchanted boon. But the poor suckers will never think to ask what's behind them :evillaugh

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5 years ago  ::  Apr 14, 2008 - 10:53PM #23
O_Shazbot
Date Joined: Apr 8, 2008
Posts: 376

VampyresThrenody wrote:

1) A former acqueintance(I hate this word. My spelling is usually fairly decent, but I can never spell this word. Damnit!) to all the PC's who just happens to know someone who knew someone who's tavern went out of business bought the place and decided to open an Adventurer's Guild! Of course, this person has no idea which end of a sword to pick up so he made some calls (er..sent some messages by horseback courier) to each of the PC's and proposed they enter in on his grand new scheme.

2) The PC's have each been called forth by various groups that they are associated with to the King's (or queen or emperor or high priest, etc) to perform a great deed in the honor of the kingdom. The king requires a small group of subversives to go into another nation's territory and spy upon that king/queen/etc's actions. Subsequently the king has set them up within the capital city of said foreign nation as object/treasure/item hunters. Motto: If you want it, and can pay for it, we'll get it. In their spare time they explore ruins to get items for clients to keep up the farce while spying on the actions of nearby military deployments and training. perhaps they even acquire vast sums of money and end up working as double agents.


1) Acquaintance. I always get stuck on "maintenance" myself.

2) If you have a problem, If no one else can help you, and if you can find them...maybe you can hire...the A-TEAM!

(psst! that's a link)

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5 years ago  ::  Apr 14, 2008 - 10:55PM #24
O_Shazbot
Date Joined: Apr 8, 2008
Posts: 376

SouthernTiger wrote:


The players will then be advanced from 0-level to 2nd level and the adventure begins anew with them looking for each other. Although it won’t be difficult since the empathic link starts to resurface itself once again.

When the player’s finally re-embrace each other. They will begin their quest of uncovering the unseen enemy and finding out the whereabouts of the orb and the identity of the woman’s face.


What if one of your players decides that he/she wants to move on with their lives and not go looking for the others?

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5 years ago  ::  Apr 15, 2008 - 5:52AM #25
Gaelic_Hero
Date Joined: Apr 9, 2008
Posts: 64

O_Shazbot wrote:

What if one of your players decides that he/she wants to move on with their lives and not go looking for the others?


hmmm, that would suck lol, I'm hiring the A-TEAM...

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5 years ago  ::  Apr 15, 2008 - 6:50AM #26
SouthernTiger
Date Joined: Sep 2, 2007
Posts: 182

O_Shazbot wrote:

What if one of your players decides that he/she wants to move on with their lives and not go looking for the others?


The campaign is only partially open-ended.

If a player decides to go it alone or do something different they can.

here's the thing, the other players can still go look for the others and maybe convince the player to come along.

It will be painfully clear that allowing the evil to fester on it's own could make the situation become untenable if nothing is done. This would be comparable to you having cancer and not going to the hospital to get treatment... eventually it will become fatal.

Besides all of the characters will have some history before they show up at the orphanage.

an example of which, might be that one of the players had already experienced a raid on his/her village and the whereabouts of his/her mother is unknown, probably captured and this raid is also tied to the "festering evil".

There is some circular logic applied here and even a large portion of the side adventures will have something to do with the larger problem.

Hope this helps...

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5 years ago  ::  Apr 15, 2008 - 5:23PM #27
O_Shazbot
Date Joined: Apr 8, 2008
Posts: 376

SouthernTiger wrote:

The campaign is only partially open-ended.

If a player decides to go it alone or do something different they can.

here's the thing, the other players can still go look for the others and maybe convince the player to come along.

It will be painfully clear that allowing the evil to fester on it's own could make the situation become untenable if nothing is done. This would be comparable to you having cancer and not going to the hospital to get treatment... eventually it will become fatal.

Besides all of the characters will have some history before they show up at the orphanage.

an example of which, might be that one of the players had already experienced a raid on his/her village and the whereabouts of his/her mother is unknown, probably captured and this raid is also tied to the "festering evil".

There is some circular logic applied here and even a large portion of the side adventures will have something to do with the larger problem.

Hope this helps...


Well what if they decide to join the festering evil rather than fight against it?

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5 years ago  ::  Apr 15, 2008 - 9:04PM #28
Gaelic_Hero
Date Joined: Apr 9, 2008
Posts: 64

O_Shazbot wrote:

I'm starting my first campaign with a fork in the road. The left hand path leads to peril, the right hand path leads to a slightly different kind of peril...behind them a few miles is a vast unguarded treasure hoard full of magic baubles and enchanted boon. But the poor suckers will never think to ask what's behind them :evillaugh


and if an adventurer says, "screw the fork I'm gonna go back towards home." What then? Do they get the baubles? after the baubles what then?

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5 years ago  ::  Apr 16, 2008 - 1:39AM #29
O_Shazbot
Date Joined: Apr 8, 2008
Posts: 376

Gaelic_Hero wrote:

and if an adventurer says, "screw the fork I'm gonna go back towards home." What then? Do they get the baubles? after the baubles what then?


They get the baubles, and promptly steamroll over obstacle and monster in their path, until I give up and storm out in a fury, chain smoking. eating my body weight in cheez-its, and drowning my sorrows in flat mountain dew while my players have a good long laugh at my expense and probably start making lewd phone calls to my sister and molesting my pets.

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5 years ago  ::  Apr 16, 2008 - 5:40AM #30
SouthernTiger
Date Joined: Sep 2, 2007
Posts: 182

O_Shazbot wrote:

Well what if they decide to join the festering evil rather than fight against it?


hmm.. gee .. let me think.... The game ends before it begins.

This is a good campaign and this isn't shadowrun.

In my games.. if you go to the "Dark Side"... just turn in your character sheet.

:D

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