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Entering the Temple: Looking for Plot Advice
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<blockquote data-quote="Kryndal Levik" data-source="post: 2440509" data-attributes="member: 7582"><p>I’m starting a new campaign soon, and would like some feedback (and, more specifically, some advice) if folks are willing. While I don’t believe in railroading my players, I do prefer to have an overall goal or outline for what it’s in store for them in a new campaign. Not only does it help me to plan, but I like to foreshadow future events and include hints about what to come in the lore the players encounter.</p><p></p><p>I’ve plotted out the arc in general terms, up to higher-level play. Ultimately, the PCs will enter an evil temple, sealed long ago by the forces of good, in which lies a portal allowing entry into an evil god’s extra-dimensional prison. My dilemma: why “must” the PCs enter the temple in the first place, especially since they will at least suspect that doing so may increase the risk of releasing the god? Some of my ideas:</p><ul> <li data-xf-list-type="ul">They are tricked into unsealing the temple by a secret follower of the god. They must then continue into the temple to undo the damage.</li> <li data-xf-list-type="ul">The seals on the temple are weakening, and they must enter to stop the god from escaping.</li> <li data-xf-list-type="ul">The seals have already been broken, and the PCs have to enter to stop the big bad evil.</li> <li data-xf-list-type="ul">More specifically, the seals have already been broken by an evil party “competing” with the PCs, and the PCs have to enter to stop the big bad evil.</li> <li data-xf-list-type="ul">There’s something in the temple that the PCs want/need.</li> </ul><p>Some of these ideas are more clichéd than others; the “tricked by a secret follower of the god” idea, for example, seems somewhat overdone. I’d like to drop some hints about what’s to come even at early levels of play, so I’d appreciate any creative ideas on this particular plot element. If anyone wants more detail about the campaign, the temple, the god, etc., let me know.</p></blockquote><p></p>
[QUOTE="Kryndal Levik, post: 2440509, member: 7582"] I’m starting a new campaign soon, and would like some feedback (and, more specifically, some advice) if folks are willing. While I don’t believe in railroading my players, I do prefer to have an overall goal or outline for what it’s in store for them in a new campaign. Not only does it help me to plan, but I like to foreshadow future events and include hints about what to come in the lore the players encounter. I’ve plotted out the arc in general terms, up to higher-level play. Ultimately, the PCs will enter an evil temple, sealed long ago by the forces of good, in which lies a portal allowing entry into an evil god’s extra-dimensional prison. My dilemma: why “must” the PCs enter the temple in the first place, especially since they will at least suspect that doing so may increase the risk of releasing the god? Some of my ideas: [list] [*]They are tricked into unsealing the temple by a secret follower of the god. They must then continue into the temple to undo the damage. [*]The seals on the temple are weakening, and they must enter to stop the god from escaping. [*]The seals have already been broken, and the PCs have to enter to stop the big bad evil. [*]More specifically, the seals have already been broken by an evil party “competing” with the PCs, and the PCs have to enter to stop the big bad evil. [*]There’s something in the temple that the PCs want/need. [/list] Some of these ideas are more clichéd than others; the “tricked by a secret follower of the god” idea, for example, seems somewhat overdone. I’d like to drop some hints about what’s to come even at early levels of play, so I’d appreciate any creative ideas on this particular plot element. If anyone wants more detail about the campaign, the temple, the god, etc., let me know. [/QUOTE]
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