DMing your way into a corner

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. But that seems a little ham-fisted.

One thing I've begun to use in my new campaign is time. I realized in prior campaigns how weird it is that trouble and adventure loomed on a near-constant basis. Like a TV show, something was always happening. But there are periods of off-camera time in many shows where nothing truly interesting happens. So I have applied this to my game. After running Kobold Hall I gave the characters a three month break (after KotS I plan to give them a 9 month "off-camera" break). The players went along with the idea that their characters took the time to soak up the gratitude of the town and relax, while keeping an eye out for trouble. They could have decided to wander during that time I guess. But as DM I control when and where there is a threat. It also helps to understand how small frontier settlements survive. If they were under constant danger they wouldn't last long.
 

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What if the character's have a shortcut to civilization. Through the means of a ritual the characters can enter a thriving metropolis on another plane. The characters will want to keep secret the new continent from citizens of the city. Evil conquistadores will stop at nothing to acquire the means of travel to this new continent should they learn about it.
 

One option to deal with possible PC backstories and / or the language issue would be to have some of the 'natives' turn out to not be natives at all, but the descendents of exiles from the PCs native country. Why were they exiled? Politically unpopular? Religious schism? Cannibal cultists? Lepers (who have since beaten their ailment, due to a strange herb in the jungle, which could cure the plague sweeping the mainland, but since the mainland left them here to rot and die, they aren't exactly in a rush to hand over their mystic herb to those jerks!). Maddened and / or twisted cast-offs of magical research from the arcane academy (island of Dr. Moreau!). Outcast ethnic group (half-this, half-that, born into a world where one half of their ancestry was untouchable or 'the enemy').

If it was a prison colony, or just a dumping grounds for undesirables, it could even be, D) All of the Above! And there could be actual natives as well, who live further from the beaches, with the various ex-mainlanders huddled in communities near where they were 'dumped' and fighting the natives, whom they regard as savages (somewhat ironically, since the 'savages' have much more advanced societies than these castaway dregs and discards of the kingdom-across-the-sea!).

So there becomes a reason why the 'natives' first encountered would speak a relatively comprehensible dialect of the PCs native language, and would have maps and stuff to pass on to the PCs of where the natives have sacred burial mounds or mysterious totems or caves that they avoid or whatever. If some of them were kicked out for forbidden religious practices (perhaps involving self-mutilation, sacrifice and / or cannibalism), they might looks scary and 'subhuman,' and serve as bad-guys, despite their background connection as countrymen who got marooned. Some may have been fiend-worshippers (or nature loving hippies!) and interbred with their patrons, creating a village with strong hints of fiendish blood (or fey blood), creating villages of tiefling-like or 'feyling'-like (pseudo-elven) stock. If sent away by cold, clinical Transmuters, after being used as test subjects, they could have all sorts of physical defects, or possibly advantages, and some might even be the failed apprentices of those harsh masters, retaining minor sorcerous or wizardly skill, which they might use to lord over their mishapen kin, or gets them marked out for punishment and cruel treatment by their fellow former-humans who remember arcane magic only as the source of their current misfortunes, and enslave the failed apprentices who get 'cast out' with the rest of them (probably 'cast out' using some form of teleportation magic, so that new arrivals appear disoriented on the beach every month or so, when the evil wizards clean out their latest batch of transmutation fodder). This would be a good origin for a 'mongrelfolk' species, or a variation of human that has Hordeling/Slaad-like random physical mutations, or various sorts of half-human/half-anthropomorphic animals and / or vermin.

Finally, whatever reason the castaways have come here (or reasons), some may be related to the PCs, either by family ties (oh hey, your grandad was my crazy great-uncle Fester, who was exiled for refusing to swear an oath of fealty to King Nutbar the Second! We're cousins! So, I guess we should stop kissing now...) or by some form of guild or religious affiliation (You serve the goddess of light? And you come from the continent? They purged us and burned our temples seven generations back, and you have been sent by the goddess to tell us that it is our time to return and march on those who oppressed us, to burn their temples and reclaim our lands! Wait, where are you going, holy one... You must lead us to our promised destiny!).

After dealing with the crazies who have never fully adapted to their new home (or accepted that they really 'can't go home'), the PCs might welcome meeting the *actual* natives, who are, after all these years, understandly unwelcoming to paleskins coming from the beach with their metal weapons and their jibber-jabber meaningless words.
 
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I don't know that a DM is ever written into a corner.

As far as opportunities to run 20+ levels on a single island, look to the idea of an infinite internal frontier... what is beneath the island, and how far does it go? Add magic to the mix, and the interior size of the island is potential larger than the exterior.

Language: Did I correctly hear that there is a disease that causes you to speak Infernal or Abyssal, and eventually summons demons? Then I would imagine that the language issue and the problem of motivation could solve themselves: infect them almost immediately. Encounters with infected intelligent creatures would involve a common language, but with the risk of the disease spreading, or heading closer to the break.

JT
 

Railroading is a pejorative term. If you do it well and everyone is having fun, you're not railroading. You're moving the plot along.

So just do what you've got to do.

Anyways, it sounds like you've set up a decent horror plotline. The PCs arrive. They found some ruins of the old colony, and some vague clues, but nothing remotely useful. They search around, and discover some minor problem that doesn't seem like it should have actually been enough to wipe out the colony. They handle this problem. Soon, a new colony is growing. They're involved with exploring the island, and defending the new colony, adventures are had, etc. Eventually something starts going wrong again. Something sinister. The colony is in political upheaval, a very Bad Person is taking over. The PCs eventually discover that there is something Very Bad lurking beneath the island volcano, and that its related to the corruption that's spreading through the previously idyllic island colony. Unless they defeat it, this colony will go the same way the previous one did.

Just drive the PCs along. As long as they're enjoying themselves, they won't mind.
 

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?

Uncharted by the PC's and their people, but the natives will know things, and you could also have remnants of ancient civilizations (think Mayan and Incan) - there might be stone markers that no one can decipher (until the PC's figure it out), or nearby old ruins will lead to clues about older, further ruins.

I personally like the idea of advancing the timeline between adventures in order to allow the PC's to see the colony grow. This is easily explained by having expeditions require funding, and that takes time...

I also like the ideas of having the colony be a great place to "start over" if not an actual criminal colony. The idea of political exiles being sent there, and stirring up trouble is also appealing, since it gives the opportunity for a different kind of game from the "exploration" game.
 

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.


Where did this virus come from? Why does it have the effects it does? Is it part of the plans of some being? Right here you have the seeds of a campaign-spanning mystery that can drive the direction of your adventures.
 

[ame=http://www.amazon.com/Opening-Atlantis-Harry-Turtledove/dp/0451461746]Opening Atlantis[/ame] is a decent novel about starting a colony and its early history. It has some good ideas. Once news gets out that there is an open land anyone who can charter a ship is going to send a colony. Instant politics/intrigue. And if one of the other colonies succumbs to the Abyssal virus then the other colonies have to deal with it.

Language can be a problem in a situation like this. Players need to realize that if they are going to be effective with the natives that they are going to need to spend a skill point to have their pc's learn the language. I had a similar problem of language in my current campaign. The native shaman carried a 'talking stick', a rod that did an area effect tongues spell. It worked short term but the players came to rely on it too much.

I agree with others who have recommended having time pass naturally (instead of some sort of stasis effect). I would go so far as to suggest that you could have the 'down-time' be five years or more even. Give the players a chance to direct the development of the colony and have a larger stake in what happens.
 

As I read your original post, I couldn't help but think of solutions for pretty much every concern you raised, so I'll provide some suggestions below:

<snip>
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.

Great start. The natives provide some good role-playing opportunities and potential adversaries as well. Also a lot of opportunity for exploration and some mystery solving.

<snip>
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.

As others have pointed out, you don't need to go beyond the starter colony for politics, ambition, and intrigue.

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?

Conversing with the natives can help to chart the area. Also, the ruins of wiped out civilizations are your friend. There's no reason that an ancient civilization couldn't have mapped out the island long ago. Imagine the PCs reactions if, while exploring some dusty tomb, they find a thousand-year-old table with a map of the island, complete with the names of settlements and temples and mines that have since vanished. Any one of those names may lead to treasure or adventure, and you can weave them into your campaign.

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?

You need an overarching campaign theme with a definite resolution. Something that is an undercurrent to whatever the activities of the week are. This could be: defeating an ancient evil that has cursed the island (perhaps with the abyssal virus, which the evil wants to spread beyond the shores); building a kingdom from the wilderness to rival the established kingdoms of the old world; exploiting the island as much as possible to get all the loot there is to be had; bringing salvation and enlightenment to the savages; etc.

Once you have determined the theme and the criteria that determine its resolution, you can begin to create challenges that tie into the theme and lead toward the resolution of the campaign. The theme doesn't need to and shouldn't take front and center in every session or adventure, but it provides a guideline to you (the DM) on where the campaign should proceed.

Taking the theme of exploiting the island for example, you might decide that the campaign is resolved when the PCs can buy the rights to the island outright from whichever kingdom currently lays claim to it. You then know that the relevant challenges the PCs will face include things like common thieves, forged deeds of ownership, attacks on trade caravans, rival claims of ownership, and so on. You can easily tie these challenges into any existing adventure, so that the PCs are free to choose where they go and what they do while you still guide the campaign toward a resolution.

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?

This is one of the reasons you need a campaign theme, it helps you to decide what sort of goals you can present to the party. As others have said, the fear of railroading is misleading. Most players are much happier with a small number of choices than with a completely wide-open world with nothing to guide them. Just make sure that choosing the theme for the campaign is a collaborative effort. You want the players to be excited about challenges that further the theme.

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.

I'm not sure something so drastic is needed. It's perfectly ok to say "For the next 2 months Bob surveys the surrounding landscapes, Kate works on translating the Oompa language, and Dave studies the flora and fauna of the island. Nothing exciting happens." Allow time to pass in the game, and you can allow the world to evolve more naturally.

<snip>*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.

It's hard to provide suggestions without some more specifics, but the campaign theme can be a guide here, too. Perhaps one of the PCs has an uncle who works as a moneychanger in the old kingdom, and he can act as a fence for their native works of art and exotic goods. When one of the artifacts turns out to be an heirloom of an old noble family that mysteriously wound up in the hands of the natives, the uncle is accused of theft and the PCs are embroiled. Will the uncle keep mum on where he got the artifact? Maybe, for a price. And just how did that artifact get there, anyway?

Overall, I think you have a wonderful setup for an interesting campaign. Just don't be afraid to create challenges on your own. Let the players decide which ones they take on and which ones they avoid, and create your next set of challenges based on the players' decisions.
 

If your setting isn't grabby, focus on the characters. What do they want? What are they willing to do to get it?

Start off with individual player-designed Quests, and maybe one "mission" Quest from you for the whole group. Then let things morph as the PCs make choices and just go with the flow.

This will mean that you don't have any railroading because the plot is being directed by the players. But you need to have players who want to take the initiative, create the plot along with you, and have conflicts between PCs.

Your first step has been done. You have your Quest: "Find out why the colony failed." That's it, stop there.

Next step: go to the players and introduce your Quest. Ask them each to come up with an individual Quest.

Third step: incorporate the PC's Quests into the game. This is simple; whatever they want, provide obstacles for them. Make the backstory as cool as you want. The tricky part: make their Quests tie into your Quest somehow, so that it leads to complications.

Fourth step: start playing. While the PCs start off with your Quest, bring out the opportunities and obstacles to their individual ones. Watch what choices they make.

Final step: when you wrap up the game, go over the Quests again and let them change unfinished ones, or add a new one if they've finished theirs.


If the players balk at making Quests of their own, then you know they don't want to play like that and you can feel free (plot-) railroading them.
 

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