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All these great ideas... How do I start?
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<blockquote data-quote="Trit One-Ear" data-source="post: 5779885" data-attributes="member: 6678017"><p>I guess I wasn't as clear as I had hoped at first. My problem is less content based and more structure/gameplay based. First a few clarifications.</p><p></p><p>The prince is himself a PC (now at the ripe age or 18 or so). The main goal for the other PC's is to restore him to his father's position of power/discover the truth behind the attack in which his father was killed (This was all suggested by two of my players, tired of playing the classic adventures out for money and xp). In order to achieve these goals, they will need to collect both financial and political support, as well as reliable allies and information. To me this means if I can convince them that doing a Lord's dirty work (clear out that cave of monsters in my country-side, help rescue my daughter, find the spy in my council) they have a personal stake in the adventure more than simply "we get gold and some treasure." </p><p></p><p>Some of the comments above were already helpful; I hadn't thought what I would do if the PC's decided to remain in the small town they've been hiding in, instead of trekking off to a supposed ally. That I will have to plan for.</p><p></p><p>Once things move past the initial set-up phase, I have a separate plot-point I've posted a bit about before. The return of an ancient cult and it's attempts to gain power through infiltrating the political system of one city, then possibly the kingdom. This should be the immediate "monster" threat the heroes will no doubt be looking for. This (hopefully) will play out to a point where the heroes learn there is a greater foe involved (Glasya, Asmodeus's daughter), and could span all three tiers of character levels. </p><p></p><p>*But.* In order to get to all this I need to establish the start of the adventure. My real question comes down to this more or less: How do I avoid essentially having an old man approach them in a tavern and give them their adventure. *Or* how do I make that experience interesting? When/if the heroes arrive in the city Lisbon (ruled by an old friend of the father's) they will get to meet a slew of supporting NPC's, potential allies, foes, or resources. I will spread this out as much as possible, but my fear is in getting them settled into the city, they'll get bored or overloaded with exposition or world-flavor. I would like them to make connections with the captain of the city guard, the Duke of the city, his advisory council and some other various city personalities. But knowing my group, I see a big lack of conflict and combat there that might bore them. This is the problem I'm really looking to address.</p><p></p><p>Is that any clearer or more helpful?</p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 5779885, member: 6678017"] I guess I wasn't as clear as I had hoped at first. My problem is less content based and more structure/gameplay based. First a few clarifications. The prince is himself a PC (now at the ripe age or 18 or so). The main goal for the other PC's is to restore him to his father's position of power/discover the truth behind the attack in which his father was killed (This was all suggested by two of my players, tired of playing the classic adventures out for money and xp). In order to achieve these goals, they will need to collect both financial and political support, as well as reliable allies and information. To me this means if I can convince them that doing a Lord's dirty work (clear out that cave of monsters in my country-side, help rescue my daughter, find the spy in my council) they have a personal stake in the adventure more than simply "we get gold and some treasure." Some of the comments above were already helpful; I hadn't thought what I would do if the PC's decided to remain in the small town they've been hiding in, instead of trekking off to a supposed ally. That I will have to plan for. Once things move past the initial set-up phase, I have a separate plot-point I've posted a bit about before. The return of an ancient cult and it's attempts to gain power through infiltrating the political system of one city, then possibly the kingdom. This should be the immediate "monster" threat the heroes will no doubt be looking for. This (hopefully) will play out to a point where the heroes learn there is a greater foe involved (Glasya, Asmodeus's daughter), and could span all three tiers of character levels. *But.* In order to get to all this I need to establish the start of the adventure. My real question comes down to this more or less: How do I avoid essentially having an old man approach them in a tavern and give them their adventure. *Or* how do I make that experience interesting? When/if the heroes arrive in the city Lisbon (ruled by an old friend of the father's) they will get to meet a slew of supporting NPC's, potential allies, foes, or resources. I will spread this out as much as possible, but my fear is in getting them settled into the city, they'll get bored or overloaded with exposition or world-flavor. I would like them to make connections with the captain of the city guard, the Duke of the city, his advisory council and some other various city personalities. But knowing my group, I see a big lack of conflict and combat there that might bore them. This is the problem I'm really looking to address. Is that any clearer or more helpful? Trit [/QUOTE]
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All these great ideas... How do I start?
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