pukunui
Legend
Hi folks,
Lately I've begun feeling a bit dissatisfied with certain aspects of my homebrew campaign.
First, as I am running an episodic campaign, I had envisaged the PCs wandering from place to place, from one adventure location to the next. One session they might be in a desert, while the next they're on a ship headed for a jungle or something. Unfortunately, at the start of the campaign, I gave my players the option of having a patron, and they way I set that up resulted in us basing the campaign around one location. Now that we're coming up on our twelfth individual adventure, I'm starting to feel rather limited in what adventures I can run. It would be much easier for me to be able to run adventures without having to try and shoehorn them into the little world we've built up around the PCs' starter town.
Now, admittedly, this issue is fairly easily resolved: I can just have their patron tell them they've outgrown this region and it's time for them to head out into the world. However, it gets a little more complicated when you add in the other issue I have:
Second, I had originally envisioned the campaign world as having distant gods who may or may not exist. I wanted to have religions be more like the real world - or other fantasy settings like Eberron and Game of Thrones. But now that I've got both a cleric and a paladin in the party, I'm struggling to really emphasize that idea. It's hard to say that the gods may not exist when you've got people walking around performing miracles in their names.
Yes, I know that in Eberron, clerics get their powers from the strength of their faith rather than directly from their gods, but that still doesn't quite do it for me. I'd prefer it if it was more like in Game of Thrones, where most priests don't use magic and those that do would probably be more accurately portrayed in D&D terms as sorcerers and warlocks and the like. Similar to how the various elemental cult priests are all sorcerers in Princes of the Apocalypse.
I feel like it's not a good idea to foist a whole bunch of changes on a group mid-campaign. I feel like I'd need to do a sort of "soft reboot" of the campaign world and start again, this time with no fixed location and no clerics or paladins. Unfortunately, some of my players only recently made new characters (including the paladin), and others I know are really enjoying theirs, so short of a TPK, I'm not sure how to go about changing things to ease my dissatisfaction.
Anyone got any suggestions? Anyone else ever go through this? What do you do when you aren't entirely happy with how a campaign has worked out over a period of time and you feel you want to make changes?
And yes, I have brought up these issues with my players. I just thought I'd seek some advice from my fellow DMs as well.
Thanks in advance!
- Jonathan
Lately I've begun feeling a bit dissatisfied with certain aspects of my homebrew campaign.
First, as I am running an episodic campaign, I had envisaged the PCs wandering from place to place, from one adventure location to the next. One session they might be in a desert, while the next they're on a ship headed for a jungle or something. Unfortunately, at the start of the campaign, I gave my players the option of having a patron, and they way I set that up resulted in us basing the campaign around one location. Now that we're coming up on our twelfth individual adventure, I'm starting to feel rather limited in what adventures I can run. It would be much easier for me to be able to run adventures without having to try and shoehorn them into the little world we've built up around the PCs' starter town.
Now, admittedly, this issue is fairly easily resolved: I can just have their patron tell them they've outgrown this region and it's time for them to head out into the world. However, it gets a little more complicated when you add in the other issue I have:
Second, I had originally envisioned the campaign world as having distant gods who may or may not exist. I wanted to have religions be more like the real world - or other fantasy settings like Eberron and Game of Thrones. But now that I've got both a cleric and a paladin in the party, I'm struggling to really emphasize that idea. It's hard to say that the gods may not exist when you've got people walking around performing miracles in their names.
Yes, I know that in Eberron, clerics get their powers from the strength of their faith rather than directly from their gods, but that still doesn't quite do it for me. I'd prefer it if it was more like in Game of Thrones, where most priests don't use magic and those that do would probably be more accurately portrayed in D&D terms as sorcerers and warlocks and the like. Similar to how the various elemental cult priests are all sorcerers in Princes of the Apocalypse.
I feel like it's not a good idea to foist a whole bunch of changes on a group mid-campaign. I feel like I'd need to do a sort of "soft reboot" of the campaign world and start again, this time with no fixed location and no clerics or paladins. Unfortunately, some of my players only recently made new characters (including the paladin), and others I know are really enjoying theirs, so short of a TPK, I'm not sure how to go about changing things to ease my dissatisfaction.
Anyone got any suggestions? Anyone else ever go through this? What do you do when you aren't entirely happy with how a campaign has worked out over a period of time and you feel you want to make changes?
And yes, I have brought up these issues with my players. I just thought I'd seek some advice from my fellow DMs as well.
Thanks in advance!
- Jonathan