Superj3nius
First Post
So I am constantly making new campaigns, as my group of players is constantly changing. My goal is to make a solid campaign that kind of has a flair of everything because every time I run something my players always have a new goal or want a new experience from that. It's hard for me to find a pre-made campaign because sometimes they're not free enough for my player group, while others are too free and the direction of play is lost. I am most familiar with D&D 3.5 and pathfinder.
I have recently come to the conclusion that I was dming with the wrong mindset that it was a game, and that game was players v dm, similar to a labyrinth where the maze is set, foes are put in and however the players arrive to the end is the experience.
But upon watching the PAX D&D next live session and the ask a dm panel, I have realized that this is about story telling. And I need to provide the setting and basic plot and the players write the rest, I just help narrate.
That being said, my campaign takes place in a setting where 100s of years ago a cult awakened an ancient god, and intended for him to enter the world and make cult, rulers of the new world which they would then shape in their image. Upon success the god began to enter the world, however as he entered and his portal was opened, the environment of his plane seeped into the natural world. Giving the world a chaos, where magic's effect had a chance to be intensified or diminished dramatically. The chaos then on happen chance diminished the ritual and prevent the god from entering the material plane. However the chaos did not leave, and every time the chaos effects something on the material plane it thickens. Eventually the chaos was not only effecting magic but everything on the material plane. Anything that tapped into the chaos was warped by the chaos, giving different monsters.
Common folk, now afraid to live outside the norm changed their society to civilization seen mostly in western films. However magic is still taught but frowned upon my society, even divine casters refrain from magic when possible.
Every 5 years nations gather parties of adventurers to find an ancient tome and hopefully find a way to dis-spell the chaos or find a new agent to counter act it.
This where the players enter, for any persons who save the world from the chaos and present the tome will rest in eternal glory. The goal is for them to eventually find out what the tome is, how to get there, and then what must then be done to save the world.
My reason for this plot is it gives me a setting where players who know too much about the strict offical mechanics of the game can't metagame as much.
Do you have any suggestions for my campaign, anything I could change, add, or maybe pre-made settings I should explore? Thanks for reading all that and for any help you can give.
I have recently come to the conclusion that I was dming with the wrong mindset that it was a game, and that game was players v dm, similar to a labyrinth where the maze is set, foes are put in and however the players arrive to the end is the experience.
But upon watching the PAX D&D next live session and the ask a dm panel, I have realized that this is about story telling. And I need to provide the setting and basic plot and the players write the rest, I just help narrate.
That being said, my campaign takes place in a setting where 100s of years ago a cult awakened an ancient god, and intended for him to enter the world and make cult, rulers of the new world which they would then shape in their image. Upon success the god began to enter the world, however as he entered and his portal was opened, the environment of his plane seeped into the natural world. Giving the world a chaos, where magic's effect had a chance to be intensified or diminished dramatically. The chaos then on happen chance diminished the ritual and prevent the god from entering the material plane. However the chaos did not leave, and every time the chaos effects something on the material plane it thickens. Eventually the chaos was not only effecting magic but everything on the material plane. Anything that tapped into the chaos was warped by the chaos, giving different monsters.
Common folk, now afraid to live outside the norm changed their society to civilization seen mostly in western films. However magic is still taught but frowned upon my society, even divine casters refrain from magic when possible.
Every 5 years nations gather parties of adventurers to find an ancient tome and hopefully find a way to dis-spell the chaos or find a new agent to counter act it.
This where the players enter, for any persons who save the world from the chaos and present the tome will rest in eternal glory. The goal is for them to eventually find out what the tome is, how to get there, and then what must then be done to save the world.
My reason for this plot is it gives me a setting where players who know too much about the strict offical mechanics of the game can't metagame as much.
Do you have any suggestions for my campaign, anything I could change, add, or maybe pre-made settings I should explore? Thanks for reading all that and for any help you can give.