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DM question: how much do you incorporate PC backgrounds into the campaign?
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<blockquote data-quote="hawkeyefan" data-source="post: 7940015" data-attributes="member: 6785785"><p>I've run both Curse of Strahd and Tomb of Annihilation as part of my ongoing 5e campaign. Our level up pacing is much slower than the standard game, so Curse of Strahd was for levels 6 to 8 I believe, and then Tomb was for 11 to 12. I connected both very strongly to the ongoing events of the campaign. Curse of Strahd was much trickier to do so, but we did some interesting things by connecting the Vistani and our Diviner PC, and a few other elements. </p><p></p><p>But as they're presented, it can be done. CoS is the more difficult because it's meant to be a more short term situation, and it's a dangerous location in which the PCs are trapped and must escape. But if you know you're going to run it, I would either not bother with the mists and the demiplane angle, and instead just have Barovia and its surroundings be part of the campaign world. Then you can connect the PCs in any number of ways. Alternatively, they could be natives of Barovia. Beyond such tweaks, I'd maybe have a local town or maybe just a couple of NPCs vanish in the mists, and the PCs go in on a rescue mission. If you have a cleric or paladin, maybe they receive a vision of a holy sword they can obtain but they'll need to defeat a powerful evil to keep it.</p><p></p><p>With Tomb, it was much easier for us because we already had ties to Chult, so I replaced the Death Curse afflicted merchant prince with a known NPC who the PCs liked and were willing to help. It also helped that we had two PCs who had been raised, and so they were afflicted with the Death Curse, too. That was pretty much all the impetus needed. However, as presented, I think making the PCs natives of Chult rather than visitors is probably the most immediate way to connect them to the events there. Perhaps they're refugees from Mezzro or another city? Perhaps they have ties to the lost city of Omu or one of the other locations? There are a number of ways you can craft backstories that fit the adventure.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7940015, member: 6785785"] I've run both Curse of Strahd and Tomb of Annihilation as part of my ongoing 5e campaign. Our level up pacing is much slower than the standard game, so Curse of Strahd was for levels 6 to 8 I believe, and then Tomb was for 11 to 12. I connected both very strongly to the ongoing events of the campaign. Curse of Strahd was much trickier to do so, but we did some interesting things by connecting the Vistani and our Diviner PC, and a few other elements. But as they're presented, it can be done. CoS is the more difficult because it's meant to be a more short term situation, and it's a dangerous location in which the PCs are trapped and must escape. But if you know you're going to run it, I would either not bother with the mists and the demiplane angle, and instead just have Barovia and its surroundings be part of the campaign world. Then you can connect the PCs in any number of ways. Alternatively, they could be natives of Barovia. Beyond such tweaks, I'd maybe have a local town or maybe just a couple of NPCs vanish in the mists, and the PCs go in on a rescue mission. If you have a cleric or paladin, maybe they receive a vision of a holy sword they can obtain but they'll need to defeat a powerful evil to keep it. With Tomb, it was much easier for us because we already had ties to Chult, so I replaced the Death Curse afflicted merchant prince with a known NPC who the PCs liked and were willing to help. It also helped that we had two PCs who had been raised, and so they were afflicted with the Death Curse, too. That was pretty much all the impetus needed. However, as presented, I think making the PCs natives of Chult rather than visitors is probably the most immediate way to connect them to the events there. Perhaps they're refugees from Mezzro or another city? Perhaps they have ties to the lost city of Omu or one of the other locations? There are a number of ways you can craft backstories that fit the adventure. [/QUOTE]
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