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Campaign arc story needs some help
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<blockquote data-quote="Quickleaf" data-source="post: 5817557" data-attributes="member: 20323"><p>I'm assuming you've already talked with your players about what kind of campaign they'd like and they said "Anything!" or "We want to kill Vecna!"</p><p></p><p>As best as I can tell the campaign is about fighting Vecna who is trying to get a body and do mischief. </p><p></p><p>The railroads you outline at the tier transitions (Vecna awakens, Vecna gets a body) seem like you're not accounting for player choice. Is your campaign intended to be more of an "adventure path" and the players are on board with having limited choice? That's the kind of thing players should know going into a campaign and should be discussed beforehand.</p><p></p><p></p><p>So it's essentially a treasure race against the cult of Vecna? I'd give the PCs choices about which objects to pursue in which order, make the campaign's them all about the magic items. Say you write up 8-10 unique items with flowery names and interesting histories, then place them in one-level "dungeons" which have been influenced by the magic items.</p><p></p><p>For example, a beleaguered temple of light houses one of the magic items. The Vecnites are coming for it but the PCs get there first. Meanwhile the clergy are dealing with some other threat which the magic item helps fend off. If the PCs wait for the Vecnites to make their move...they might be risking the lives of clergy and they might be deceived by the Vecnites. However should the PCs try to take the magic item they'd be condemning the temple to a losing battle against the threat. Matters could be complicated if one of the PCs has a personal investment in obtaining the magic item (eg. A family heirloom, it "speaks" to them, super awesome irresistible magic item perfect for their build). You could even further complicate the scenario if the magic item is cursed somehow (see MME for ideas).</p><p></p><p>Those are the sorts of scenarios I would design the heroic part of the campaign around. Then have their nemesis working on his own track, and occasionally they'll bump heads (though being a worshipped of Vecna their nemesis is all about subtlety). Write up the followers, apprentices, and resources of the cult, paying special attention to ways to use the heroic-tier nemesis as a recurring villain (or have a #2 written up as a handy replacement).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5817557, member: 20323"] I'm assuming you've already talked with your players about what kind of campaign they'd like and they said "Anything!" or "We want to kill Vecna!" As best as I can tell the campaign is about fighting Vecna who is trying to get a body and do mischief. The railroads you outline at the tier transitions (Vecna awakens, Vecna gets a body) seem like you're not accounting for player choice. Is your campaign intended to be more of an "adventure path" and the players are on board with having limited choice? That's the kind of thing players should know going into a campaign and should be discussed beforehand. So it's essentially a treasure race against the cult of Vecna? I'd give the PCs choices about which objects to pursue in which order, make the campaign's them all about the magic items. Say you write up 8-10 unique items with flowery names and interesting histories, then place them in one-level "dungeons" which have been influenced by the magic items. For example, a beleaguered temple of light houses one of the magic items. The Vecnites are coming for it but the PCs get there first. Meanwhile the clergy are dealing with some other threat which the magic item helps fend off. If the PCs wait for the Vecnites to make their move...they might be risking the lives of clergy and they might be deceived by the Vecnites. However should the PCs try to take the magic item they'd be condemning the temple to a losing battle against the threat. Matters could be complicated if one of the PCs has a personal investment in obtaining the magic item (eg. A family heirloom, it "speaks" to them, super awesome irresistible magic item perfect for their build). You could even further complicate the scenario if the magic item is cursed somehow (see MME for ideas). Those are the sorts of scenarios I would design the heroic part of the campaign around. Then have their nemesis working on his own track, and occasionally they'll bump heads (though being a worshipped of Vecna their nemesis is all about subtlety). Write up the followers, apprentices, and resources of the cult, paying special attention to ways to use the heroic-tier nemesis as a recurring villain (or have a #2 written up as a handy replacement). [/QUOTE]
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