ArtofSymmetry
First Post
As stated in the above math equation, I am a New DM with no prior experience. I am also an ambitious moron who wants to create his own homebrew campaign. I already have the world and some flavor-ish stuff made up for the campaign. I have also made a rough prologue for the players, to assess their individual skills. Now, I would like some advice from the wonderful world of ENWorld.
- Any advice for creating a general plot? Now that the characters are released into the world, I just have a few mini-plots and events but no central Game Shaking Idea
- Any DMing Advice. Doesn't matter if I make the best campaign in the world if i'm a crappy dm.
- What information should I include in an adventurer overview. Just to make sure I missed nothing.
- What are things as a Player, or a DM that you've always wanted to see or do in a campaign but never could/got around to.
Here's some Information about the World/Idea
-Sort of Greece/Roman/Steampunk. I have designed a romanesque Empire in the northern part of the world. I also made some city states around a lake like greece. And far south there is some shadowy abandoned city that is pretty steampunk.
-On the Steampunk note. I was thinking about the world being post-apocalyptic. Like the Einstein Quote "I know not what weapons world war three will be fought with, the ww4 will be fought with sticks and stones. Thought that the world could have been developing similar to ours, and had reached the steampunk era sort of thing. But then something happened, possibly the Shadowfell elipsed the Mortal World for a few seconds and caused some sort of cataclysm, and the only remaining city from that era is an abandoned and cursed place of shadow (Called The Falarie). I have an interesting plot where the characters find an Airship and escape the city. There is an Air Fight as well while the characters make their way back to the city of origin for this quest.
-There's an Archipelago that was blasted into existence from the Feywild. It is sort of Tropical, Sub-tropical, and there is only one town of Feywilders who subject themselves to trade with the outside world.
-Events pass in such a way, that if the Player Characters are not there for the event, it passes as the DM or the Campaign Dictates. So, If an Alonecian (Roman-esque Empire) Prison was attacked by Orcs, the DM or Campaign decides if it stands or falls. If the PC's are at the Prison at the time of the Attack, their actions dictate the outcome. The fun part is if they lose, they initiate an Escape Sequence (Haven't thought much on how to do this so asking wouldn't get too much info), so they get out alive.
-The world is pretty open ended, but the DM gives really strong incentives to go where he wants them to go. For example, after you get out of the Prologues area, if you helped a wizard character escape he'll have a reward for you if you go to his city. But when you arrive there, News comes from Alonec that the Ambassador of that city was assassinated, and smelling something afoot, the wizard tries to enlist the PC's to act as ambassadors to unmask the assassins and their contracter which will initiate a political sub-plot. But the PC's never really have help the wizard escape, or go collect his reward, or even take the quest. But there are strong plot, character, and reward incentives to do so.
I'm sorry, I know this might be a lot to read. But I think you need some information to give any advice. If anything else is needed to toss your Idea my way then ask. Also, if any of you find you like these Ideas feel free to use them. Thank you.
- Any advice for creating a general plot? Now that the characters are released into the world, I just have a few mini-plots and events but no central Game Shaking Idea
- Any DMing Advice. Doesn't matter if I make the best campaign in the world if i'm a crappy dm.
- What information should I include in an adventurer overview. Just to make sure I missed nothing.
- What are things as a Player, or a DM that you've always wanted to see or do in a campaign but never could/got around to.
Here's some Information about the World/Idea
-Sort of Greece/Roman/Steampunk. I have designed a romanesque Empire in the northern part of the world. I also made some city states around a lake like greece. And far south there is some shadowy abandoned city that is pretty steampunk.
-On the Steampunk note. I was thinking about the world being post-apocalyptic. Like the Einstein Quote "I know not what weapons world war three will be fought with, the ww4 will be fought with sticks and stones. Thought that the world could have been developing similar to ours, and had reached the steampunk era sort of thing. But then something happened, possibly the Shadowfell elipsed the Mortal World for a few seconds and caused some sort of cataclysm, and the only remaining city from that era is an abandoned and cursed place of shadow (Called The Falarie). I have an interesting plot where the characters find an Airship and escape the city. There is an Air Fight as well while the characters make their way back to the city of origin for this quest.
-There's an Archipelago that was blasted into existence from the Feywild. It is sort of Tropical, Sub-tropical, and there is only one town of Feywilders who subject themselves to trade with the outside world.
-Events pass in such a way, that if the Player Characters are not there for the event, it passes as the DM or the Campaign Dictates. So, If an Alonecian (Roman-esque Empire) Prison was attacked by Orcs, the DM or Campaign decides if it stands or falls. If the PC's are at the Prison at the time of the Attack, their actions dictate the outcome. The fun part is if they lose, they initiate an Escape Sequence (Haven't thought much on how to do this so asking wouldn't get too much info), so they get out alive.
-The world is pretty open ended, but the DM gives really strong incentives to go where he wants them to go. For example, after you get out of the Prologues area, if you helped a wizard character escape he'll have a reward for you if you go to his city. But when you arrive there, News comes from Alonec that the Ambassador of that city was assassinated, and smelling something afoot, the wizard tries to enlist the PC's to act as ambassadors to unmask the assassins and their contracter which will initiate a political sub-plot. But the PC's never really have help the wizard escape, or go collect his reward, or even take the quest. But there are strong plot, character, and reward incentives to do so.
I'm sorry, I know this might be a lot to read. But I think you need some information to give any advice. If anything else is needed to toss your Idea my way then ask. Also, if any of you find you like these Ideas feel free to use them. Thank you.