Campaign Summaries; how does this look?

Rechan

Adventurer
I'm putting a new group together. When we meet, I am going to present to them four campaigns I am interested in running.

What I'd like is some opinions on how these summaries look; if there are any overt errors, if they could be made better, etc.



Campaign 1: Exploration, Horror, and Frontier Life

Across the harsh Bitter Sea lays the continent of Tajande. What exists beyond the vine-choked shorelines, little is known. The coast is rich in resources, exotic foods and medicines, and strange beasts and peoples lurk in the jungles.

Six years ago, a colony was established there. One year after the first tent pole sunk into the earth, no ship returned.

Your job, should you choose to accept it: discover what remains of the colony, and then pierce beyond into the continent itself.


Campaign 2: Deeds of Heroism, Sandbox, and Nation Building

The world does not need heroes.

The jungles in the west, filled with an eerie yellow mist, have driven the mute, mask-wearing natives from their home. The death of the God-Empress and her holy daughters of the Andarian Host was the first crushing blow, but plague and famine have torn asunder the peoples of the North as surely as any blade. Guild wars to the East have settled brother against brother, reducing man to beasts thirsting for coin and death. Reports from the Mortal Courts of the Raven Queen, written in blood, say the demons of death and the fury of the Fire and Thunder Below gnaw at either side of the southern mountain kingdom. Tieflings go mad and slay their kin at the height of the Red Moon. Dragonborn eggs hatch and spill out nothing but blood and bones.

This world does not need heroes. It needs miracles and saints.

(Sidenote: This is stolen almost whole-cloth from the 'No Age for Heroes' 4e campaign posted in the General forum. Just wanted to give props to that DM whose name escapes me.)


Campaign 3: Anti-Hero, Sandbox, Survival

Cold rock under your back. Miserable gruel in your belly. Gotta get out. But Blackcrag is a tough lock up to bust. Bars all around you. The inmates with lean and hungry looks. Gotta get out. But Devil Rock is a harsh mistress to climb down. Warden comin’ down with his scourges. Time keeps on raging. Gotta get out. But the Hundred Year Desert is out there, glarin’ away.

Someone you know is on the inside. Maybe they can help you get out. But where you going to go once you get out?

The life on the outside as a fugitive is one you have to carve yourself.


Campaign 4: City, Heroes, Political Intrigue intermixed with Battle

There’s a hole in the world like a great black pit
Where the vermin of the world inhabit it
And its morals aren’t worth what a pig could spit
And they call it… Korvosa.

The city of Korvosa. Physically it sits in the untamed realm of Varisia, and politically the imperiled empire that founded it holds it on the brink. While threatened before, the city is now under siege from within. From the slums above the streets known as the Shingles and the sewers and crypts below, within the streets themselves as civil unrest and aggression against the Crown, to the very seats of power that look down upon the hive of skum. The so-fabled cursed Crimson Throne may not be immune to this spreading darkness.

Enemies lurk in surprising places, and might be allies for battles not settled by sword or spellfire. The Common Man’s hero Blackjack is no where to be seen; Korvosa needs new saviors.
 
Last edited:

log in or register to remove this ad

Before I say anything else, let me say nice summaries. Each of them seem like great starting theme.

Campaign 1: Exploration, Horror, and Frontier Life

To me, this is the most solid of the 4 in terms of how it's presented. It gives the feel and it gives a good idea of what sort of adventures they'll have.

Campaign 2: Deeds of Heroism, Sandbox, and Nation Building

Something about this felt clunky to read and I had to re-read several of the sentences two or three times just to make sure I was reading it right. I can't quite put my finger on what it was... just, some how, something seemed disjointed and non-flowing in thought (or maybe it's just really late for me).

Campaign 3: Anti-Hero, Sandbox, Survival

This one is great at setting the starting scene, but (the way it is presented) it doesn't sound like it would make a great campaign (i.e. multiple sessions).

Yes, you're imprisoned. Yes, you're going to have a daring escape. Yes, you'll have to survive in the desert outside. Yes, you'll be a fugutive ....

But then what? As much as is presented, it just doesn't sound like it will offer a viable, continued, adventure-full campaign experience.

I guess "too open ended" would be a good way to describe the impression it gives me. If it had some other hook built in, as to what they had to do once they escaped...

As an example (yes, this is a very very corny example, but just trying to show what I am trying to say) ... maybe an additional line like "you got this map from a fellow inmate. it is gold beyond your wildest dreams, you all agree that any of you that survives the escape and treasure hunt will split the gold to start your new lives" -- something like that just gives that extra 'what will we do after we escape' otherwise, I don't think it shows itself to be strong enough to carry itself long term.

Even if you have a campaign's worth of adventure ideas, it's the players that you need to convince with the blurb.

Campaign 4: City, Heroes, Intrigue intermixed with Battle

Just to make it sound juicier, instead of just saying "intrigue" in the title line for this campaign, perhaps say 'political intrigue' -- it just places more emphasis on the presence of that.

And, the third sentence (that's starts "From the slums...") something seems missing or out of place ...


----
anyway, those are just my thoughts after reading it over. As said up top though, overall they are all good stuff, they all sound like they would be fun. I am just purposely picking apart at it all since you asked. :)
 

Something about this felt clunky to read and I had to re-read several of the sentences two or three times just to make sure I was reading it right. I can't quite put my finger on what it was... just, some how, something seemed disjointed and non-flowing in thought (or maybe it's just really late for me).
I'll wait and let others read it, to see what they say. It may just be the hour.

This one is great at setting the starting scene, but (the way it is presented) it doesn't sound like it would make a great campaign (i.e. multiple sessions).

Yes, you're imprisoned. Yes, you're going to have a daring escape. Yes, you'll have to survive in the desert outside. Yes, you'll be a fugutive ....

But then what? As much as is presented, it just doesn't sound like it will offer a viable, continued, adventure-full campaign experience.
See, this is where it depends on what the players Decide.

I can run this one of two ways. 1) Anti-hero. The PCs are criminals (for whatever reason), but have to stick together (Because I'm telling them they have to and their backgrounds are intertwined). I might pull a "Usual Suspects" where there's a patron helping them - who has them by the coinpurses because they owe him. 2) The PCs are Heroes, who are imprisoned by an evil country as political prisoners/freedom fighters/muckrakers.

Depending on what the players choose, is what they do when they get out. If it's 1, I expect it to be, well, a matter of what they desire to do. Once they're out, "Well, what does your CHARACTER want?" I'll ask each PC to have a goal/quest/whatever. "Get back at the dude who ratted me out," etc.

The map is indeed an idea, but I"d rather have that come up in Play, rather than say "Oh yeah you *all* individually find this here map."

Even if you have a campaign's worth of adventure ideas, it's the players that you need to convince with the blurb.
I agree. The problem is that I don't know how to present the different choices overall.

anyway, those are just my thoughts after reading it over. As said up top though, overall they are all good stuff, they all sound like they would be fun. I am just purposely picking apart at it all since you asked. :)
And I thank you for picking it apart! I'll make the adjustment to the intrigue as you suggested. :)
 
Last edited:


I personally would be happiest playing 1 or 3, at least based on the blurb and my personal preferences.

I agree that 2 reads kind of poorly, but I too could not put my finger on it, but it was bad enough that I didn't try to give it a second look for better understanding.

I don't really dig the political intrigue involved in 4, and based solely on name recognition, I might expect a Paizo Pathfinder campaign (Curse of the Crimson Throne). You should spell out up front if that is what you'd like to run, at least I think so.

Chad
 


I just wanted to say that at the same time I was reading through (4) and the quote therein, I was listening to "A Little Priest" from the very same soundtrack.

In an attempt to stay on topic, uh . . . hrm . . . yeah I've got nothing. The all look like perfectly good choices; my favorite is (2).

~
 


UPDATE: This was a smash hit.

I am going with the exploration one. Everyone (except one player) has shown real interest in it; two even went so far as to start planning their character backgrounds and writing up all sorts of text over the weekend. This enthusiasm and energy convinced me to go with the exploration.

I have thus far been consuming all the info I can about the Isle of Dread and Savage tide, along with looking into Nyambe for inspiration.
 

Pets & Sidekicks

Remove ads

Top