DMing your way into a corner

Rechan

Adventurer
Hi! I'm gearing up for my next campaign, hoping it doesn't fall apart before we get the chance to enjoy it.

Anyways, I'm concerned that, what I have decided to do with the campaign, I may have vastly limited my options when it comes to adventures and characters.

The campaign in a nutshell is this: A new, uncharted continent, the first established colony disappearing a year after it was founded. So, the only thing there Right Now are the Natives (and whatever past civilizations may have been wiped out, etc etc). The PCs are part of an expedition to find out what happened so a colony may be re-established, etc.

The problem with this is that it feels as though I only have the option of: Explore Beyond Starting Area (Lots of dungeon crawling in the Wilderness, encountering rare sites of geography, etc), Deal with the Environment (weather/disease), and Fighting the Natives (Different humanoids and monstrous predators).

Sure, the new colony will slowly grow, but it doesn't seem that there is a lot of room for Variety of plots/adventures, convenient ways to play with characters backgrounds* (since they're so far away from home), deal with rivalry with other humans that speak their language, etc. For instance, with there being no other colonies, there's no reason pirates would be here, so far from civilization, no threats from other cities, etc.

Another problem I find is that since everything is UnCharted, there's no way to really point at sites of interest; the Pcs just have to wander around the map until they find them. So this makes local Legends, mapping, etc unable to really work ahead of time. You can't say 'Well here is a treasure map to a cave with a lost trove of fancy stuff over here' because, well, who made the treasure map and who told them this when no one's charted it?

Granted, there is a little variety. They have to Get there, deal with being stranded, find the colony, clean out the inhabitants of the colony, find out why the old colony disappeared... THEN Making nice with the Nice natives, repelling excursions of Humanoids Wanting to Wipe Out the Colony, and wandering over the landscape, but I'm afraid after that's repeated several times, the PCs are going to get bored. How do I tackle this?

Another problem is Character Choice. Sure, the PCs can point at the map and say "Let's go in that direction", but beyond that, where is the freedom for them to establish goals and move onwards? What options can I Give them?

One idea I had was to have PCs go into a tomb/etc, trip a trap, and basically be put in stasis for about twenty years. So when they come awake, they find that the colony has grown in size, neighboring countries have set up their own little places, and now it's a lot more like a town on the frontier, lawless, and it can be played like the French and Indian Wars. But that seems a little ham-fisted.

Perhaps this is a lot of unnecessary kvitching. But as I gather materials together, looking (for instance) at the Isle of Dread and Sasserine, I see lots of stuff fleshed out before PCs get there so they have options immediately off the boat. I'm afraid of Railroading.

*Well, two players actually have set their background to be in one of the Houses that financed the original Colony. Said House I intend to be one of the ones putting the expedition together, so I could bring in people who know these two PCs. Even so, that's not too much background to play with.
 

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A rival expedition to claim the "lost" colony arrives - brings in plots and intrigue.

An unconvenient noble gets exiled to the colony to avoid political infighting at home, even a possible coup - all of which moves to the colony instead.

The next batch of "settlers" are exiled criminals (like Australia's past), which brings more troubles.

A prophet has had dreams of a "Promised land", and now a new cult is setting up shop in the colony - maybe he is genuine, maybe ^he is a front for an evil god, or it's just a big scam to get cheap labor.

An ancient evil was disturbed, and now is awakening. Dreams haunt the characters as other forces try to alert possible foils to the evil - brings visions and other ways to expose lost ruins.

Some rumors (or reports) about gold found in ruins brings in merchants, prospectors - and pirates.
 

I'm afraid of Railroading.
Y'know sometimes I think DM's put themselves through a ton of unecessary stress because of this word. The only possible reason to be 'afraid' of railroading is if your players are so opposed to anything except a pure sandbox game that they will leave your table in a fit of pique at the first sniff of a hook. As long as it's compatible with your players, railroading is nothing to be afraid of!
 

Well, you can always have interesting natives... Perhaps they are incredibly savage and primitive, yet have an inexplicably potent and extensive grasp of arcane magic?

Maybe the PCs have to make choices like Subjugate or ally with the natives. Perhaps the PCs get a disease that they need the natives to help cure. Perhaps this leads to an interesting quest / leaves them indebted / physically different.


Let me tell you a personally anecdote about railroading.

My first campaign was VERY railroady, I was a new DM (never played before either), my players were new as well. Everyone had a good time, but looking back on it, (after becoming apart of internet communities and hearing the word railroading) I felt bad that their path was set in stone.

So, I resolved to make my next campaign player driven, and totally sandbox. BIG MISTAKE. Everyone had kindof awkward pointless wandery fun. But it only really got better once I started baiting the line again.


Now my campaign models are like this. Provide 1-3 distinct courses of action, which, in and of themselves, are railroad style paths. The players can choose which they want to follow, you can also put pauses in one line, so they will either pursue personal goals or move to another temporarily. I have never had a player mind an extremely structured adventure path, so long as you are willing to let their actions effect the plot as it logically should.


Railroading can be helpful if you dont overdo it, and allow players to break if they feel like it.
 

Unchartered by the Expedtion, maybe. But the natives might know a few things. There might actually be a powerful nation out there, but the colonists haven't found it yet.

There might be survivors of the Colony, and they went some place, and the PCs might want to follow their steps (though that of course is rail-roading if it is the only option). Maybe you can "split" the road - the surviving colonists got split up or deliberately split up along the way, and the players can decide where they went.

Maybe there are other lost colonies from other factions - and nobody knew about it, but now the faction chose to mount new expeditions around the same time, and they collide, accusing each other of messing with the lost colonies.
 


Just because it's unchartered by known society, doesn't mean it isn't mapped out by some unknown source (maybe a humanoid city at the other side of the land - all the words on the map are written in another language, etc) or maybe they find a map in the rubble from the first colony (like a crude starter map)

The PCs may not know who made the map, and, yes, they may wonder where it came from, but you'll know a reason/excuse as to where it came from. :)

Looking over your list of things they can do/explore, you seem to be missing one angle from your original scenario description ---- finding out what happened to the original colony. Do you already have something in mind? (don't post it if your players check this site)
* something political (maybe something to do with someone in one of the Houses that funded the original colony)
* a monster still on the land and can be encountered eventually by the PCs.... (or could eventually go to "the main land" and so will have to be stopped)
* a natural disaster that may happen again ... (or a natural force that will eventually also happen to the "main land")

But once you have some vague idea of what happened, you may get some ideas or seeds for adventures. The political angel may have them visiting the main land to investigate something or other, etc.

Other stuff they can do :
* after dealing with local tribes (as enemies) maybe they eventually meet a tribe that they can forge an alliance with, or have to perform as moderator between two tribes. It would just allow for some more social encounters to mix up the wilderness exploring, dungeon running, and tribe warfare.

* (this is a spin on the stasis idea you said), maybe there is a mystical cave near the site of the original colony. After exploring that cave, after they exit, they find themselves a year in the past at the original colony before it's descruction. Of course, you'll have to decide how much they will be able to affect historical events (or else "pull them back out of the past before any major historical event). And if this is an idea you want to play with over a couple sessions, then maybe they travel back a few tmes, each time they travel back, they are put "in time" closer and closer to the disaster (1 month before the disatser, then 15 days before the disaster, then the day of ...) Or the opposite, it sends them to the future of the colony site... or alternating between past and future, etc. So they can spend part of a session interacting with the past, maybe picking up clues as to what was happening. Or a 100 years in the past and see another civilization there ... -- but never tell them what "time" they are in, or that it even is a different time, let them figure it out from clues..
* and why can't there be pirates? :) it IS away from civilization, but that would make it a perfect hiding place for the pirates to get away or for them to hide their treasures -- won't they be pissed at the PCs when they find the PCs on the beach near the buried treasure...

* Also, maybe they find ruins from _another_ colony that was there decades before... it was also destroyed.... by the same source? or a different source... but that would give you the excuse to have some more ruins to explore and possibly another place they could find a map.

anyway, just rambling incoherent thoughts. :)


But, yeah, to avoid railroading, I'd say pick up on some way to work a map in early on so that the PCs have sites they can use as goals to explore. Or, depending on the tactics of your players, they may capture one of the humanoid tribes and get info on the local landmarks.
 

An unconvenient noble gets exiled to the colony to avoid political infighting at home, even a possible coup - all of which moves to the colony instead.
This might very well work. I had an idea of a bored noble coming over and paying the PCs to take him on a "Big Game Hunt". Which might be perfect for a coup.

The next batch of "settlers" are exiled criminals (like Australia's past), which brings more troubles.
Hmmmmm.

If anything, it's a place to flee if you want to "start over".

A prophet has had dreams of a "Promised land", and now a new cult is setting up shop in the colony - maybe he is genuine, maybe ^he is a front for an evil god, or it's just a big scam to get cheap labor.
Oo. Very "Puritans + more"!

An ancient evil was disturbed, and now is awakening. Dreams haunt the characters as other forces try to alert possible foils to the evil - brings visions and other ways to expose lost ruins.
Or it could involve a curse, perhaps.

Some rumors (or reports) about gold found in ruins brings in merchants, prospectors - and pirates.
Heh. Oh, that's inevitable; the main push for this colony is monetary. The promise of plantations growing new crops, medicines, as well as things like pearls and other exotic materials is too much a draw to be abandoned by the original Old Money that founded the first expedition.

But a mine sounds good!

greyscale1 said:
Well, you can always have interesting natives... Perhaps they are incredibly savage and primitive, yet have an inexplicably potent and extensive grasp of arcane magic?
I all ready have an idea or two for the natives. A lot of them will be Shifters. All totemist and with voodoo leanings (I'm going with the Olmar from the Isle of Dread here). However, there's more than one tribe, and some of them aren't going to be overtly friendly. Head hunters/cannibals, etc.

Also lizardfolk. Sahuagin. Yaun-ti (Far away; too high level to deal with immediately). Maybe Aranea. Gnolls, possibly. And that's not even considering the Deserts.

Mustrum_Ridcully said:
Unchartered by the Expedtion, maybe. But the natives might know a few things. There might actually be a powerful nation out there, but the colonists haven't found it yet.

I'm hesitant about this one. Because I don't know how that would impact matters. One idea had been to have a civilization that is utterly LOST. Something far-realms-ish, or more technologically advanced (warforged, etc) that is now abandoned.

Thanael said:

Yes I have. I just now realized there was more than one page to that, though.
 

Looking over your list of things they can do/explore, you seem to be missing one angle from your original scenario description ---- finding out what happened to the original colony. Do you already have something in mind? (don't post it if your players check this site)
Oh, I do!

You see, there is a fiendish virus. When infected, you speak abyssal (but don't understand it unless you know the language). Anyone that hears you gets infected. When enough people are infected, and speak Abyssal, it summons demons. It was mass confusion and a total "Tower of Babel" that caused the original colony to just disintegrate. Also, a breakout of some killer mold.

The virus is dormant, so I need to figure out how to re-introduce it to the expedition. :devil:

Even more interesting, the natives closest to the colony are terrified of this virus. This is why they have gone mute, as a way of avoiding speaking the summoning tongue.
 

You could incorporate these modules:

W3: Flight of the Red Raven : Modify weather-controlling doo-hickey to suit the environment of your campaign. http://paizo.com/store/downloads/pathfinderModules/v5748btpy82tv

W2: River into Darkness: Have them discover what happened to the prior "lost" settlement, as in Heart of Darkness.
http://paizo.com/store/downloads/pathfinderModules/v5748btpy82qf

J3: Crucible of Chaos : A lost, ancient city chock-full of Chthulan evilness.
http://paizo.com/pathfinder/pathfinderModules/v5748btpy81qt

W1: Conquest of Bloodsworn Vale: Yoink the concept and the set pieces and ditch the starter town and area.
http://paizo.com/pathfinder/pathfinderModules/v5748btpy7zd8

DCC 26: The Scaly God : You want lizard people? You want a rescue op gone wrong? Here ya go.
http://paizo.com/store/sale/dungeonCrawlClassicsTheEndIsNearSale/v5748btpy7row
 

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