Pierson_Lowgal said:
Moreover, for a novice DM, stay small - start with local problems, they are more interesting anyway. As a corollary, the prison setup reeks of forced cohesion. The group should be cohesive because they have something in common. The feartheboot podcasters (feartheboot.com) call it a group-template. The template is pre-existing relationships between PC's that gives the game a common direction. Moreover, if you disassociate the characters from places they know and people they care about, you lose out on the opportunity to create adventures utilizing character-backstories. And stories derived from character history have more emotional impact than stories purely derived from the GM-created plot. But maybe that's more than your players care about, but I'd ask them.
Good luck.
At this point, even if I wanted to change the prison setup, I probably wouldn't. It works too well with the plot. Just because something is overused, doesn't make it unuseful. Only the nerdiest of nerds would complain about that imho.
The first ten levels (aka 30 sessions) will be spent dealing with just that. As epic as I came off, the epicness doesn't come into play until level 11 at the earliest, based on my "plan"
Lackhand said:
Separately, if you throw gods and artifacts at them at level 1, you not only have nowhere to scale up to, but you risk god-fatigue, where the whole thing becomes hard to sustain and farcical.
They meet one god at level 11. they don't even know what the artifact is until then. they will probably meet one more god at level 18 or so, after that they'll be epic and it's more understandable.
Lackhand said:
As soon as you find the need to get the plot "back on track" (which isn't the same as getting the players back on track!), you've removed their actual agency.
noobguarder doesn't understand the difference.
Lackhand said:
Yeah, but you're throwing artifacts at them to force the plot that you want them to follow, and you're starting the campaign with this. It's not bad in and of itself, but it correlates strongly with badness. JRR Tolkien was a nifty writer, but a lousy DM.
said in love not in anger
#1 artifact does nothing save preventing insanity for pcs (it does more, but only for dieties)
#2 they don't even KNOW what it really is until paragon tier
#3 the idea for a plot device being overused only matters for people who have played more than 4 or 5 campaigns. plus my players wont care. We're being railroaded all over the place. still having fun.
#4 "the plot I want them to follow" it seems as dm I make the plot. If not... more on this later
#5 its one item. Also Im giving them a "book of lies" but that is more just for fun role-playing than useful for anything.
CSK said:
I'd say the easiest way to make your characters level at the rate you want is to ignore the XP values of the encounters. Just let them level up every 3-4 sessions if you want 30 levels and 90-120 sessions total.
I LOVE this idea,thank you SO much.
Cailte said:
Here's a question for you;
What do you do if the PCs side with the people you deem to be the bad guys?
Well, one of my requirements for the Characters is good or good-bent at the least, no evil or evil wanna-bes
But say some jackass player decides they wanna change alignment or the whole group does mid-campaign.
that would mean that they wish for the destruction of the multiiverse. But I would let them. they would just switch sides and give the artifact to pandorym. probably fighting bahumet or some other god at endgame. Id also have to change some instances *tee-hee*
This is what I see happening without some sort of plot device like the cube (Which everyone seems to be against at this point.)
Me: You guys are in a city, what do you wanna do.
P: go to the bar
Me: ok you guys go the bar
bar room stuff, nothing exiciting happens.
me: What do you want to do now.
p: go to another town?
Without a plot its just these guys going into other races homes (aka dungeons) and wreckin up the place for no reason.
I understand you aren't against plot, but this is what I've heard
cube=bad
some one telling them what to do=bad
forcing the characters to be together in the beginning=bad
I think it would be more railroading if I said that "trolls are attacking the village you are in, do you wanna kill them?" I don't want to give them a situation where I KNOW what they're gonna do. I want to give them a world, a mystery, and a problem. Then just let them loose on it. I would feel more forced if I was in a situation like this "your mom is missing, *gather information check of some sort* people are saying that she left town, abandoned her home and went to that ominous castle over there"
I feel like I have three choices
1. no forced interaction with any NPCS, no mysterious item, characters just meet and fight some random enemy. afterwards they go "what now?" rinse, repeat, ergo no plot.
2. my plan, or some other involving mystery and a series of clues and tips to follow the rabbit trail.
3. some series of obvious and insipid plots involving random dangers to the values/persons/or loved ones of the PCs using character emotion to railroad instead of world circumstances.
If I want a cohesive long-term plot, I think I have to introduce the right npcs, lay the right crumbs not just let the characters explore the world killing bad guys willy-nilly without solving any real problems.
dm: hey guys, go to that castle.
group: uhh... why?
dm: YOU DARE QUESTION THE DUNGEON MASTER!!!!!!
group: yes.. yes we do.
dm: there's just a princess or something in there. you wanna save her right?
group: *gets up and repeatedly crotch-kicks dm"
-or-
dm:hey redgar, your mom, who you love more than anything, has been captured by mind-flayers, who will kill her than eat her brain. They are in that castle over there.
Redgar: I wanna go to the castle.
dm: Damn straight, fish.
-or- my plan
Dm: you guys find this cube, it seems to exude happiness
players: what does it do
dm: thats the question isn't it, where do you guys wanna go
players: where can we go?
dm: the cardinal directions are north south east and west, but I allow variations.
players: wheres the nearest town.
dm: *knowledge local check of some sort succeeds and I reply instantly because I have all geography mapped out* a port city called strom is to the s-se about 2 days walk
I don't mean to get heated, but one of my pet peeves is when someone offers a problem without any solution. I really do appreciate all this, and I make too many jokes
Final question, is it possible to create a fun, epic-story game, that includes a cohesive plot throughout the campaign with few side-quests? because bottom line, thats what I wanna do.
*hugs Lackhand*
thanks everyone.