Brief background: Our group has a regular (and might I say good -if you're reading) DM/campaign going. But for when all the group members can't be there, we are considering an alt-campaign. I am planning to offer to be the DM for the alt-campaign (so that the regular DM gets a chance to PC for once).
I haven't DMed since AD&D and my style of DMing is VERY serialized (everything is so interconnected you don't have a real thought of one game session to another as everything is a giant single piece) and heavily drawing from PC backgrounds and motivations. I also used to make more wilderness and political type stories since they lent to more interconnected things.
But in order to work as an alt-campaign where we may not play for weeks/months at a time, then I have to shift my brain. I also need to take in to account that the PCs may rotate somewhat (since it will be any number of our pool of 4 players that will be there at any given session in which we play the alt-campaign).
Considerations:
* Want it to be episodic but some how connectable (i.e. each session could be taken on it's own, but there is still something larger going on)
* Able to handle PCs dropping in and out between sessions
* Don't want this to be dungeon crawl after dungeon crawl
* I am considering it to have some tweak (terrain, house rule, etc) to make it feel a little different than the regular campaign
Some ideas I've been considering so far (some fleshed out more than others) ...
1) PCs are just mercenaries and take assignments from the mysterious stranger (simplest, but scared it will get repetitive)
2) Magic is outlawed, but all the PCs have minor wizard powers (house rules), giving it a rather XMen feel as they try to not be known and still do their thing. (will still need to figure out what their thing is...)
3) PCs are all part of a guard/military unit and make the sessions be assignments from their commander (though this may limit some player race and class choices depending...)
4) PCs all on a boat, going from island to island exploring
5) PCs must collect the 10 parts of an artifact to save the world (though they may not know that this is what they are doing)
6) It's a highly primitive world (or post cataclysm)
7) I try and run a heavily connected campaign like I am used to and just hope it works...
8) PCs are all survivors of something, trying to cope
Any ideas? Either expanding on what I wrote above or something different? Or combing the above in a way I may not have considered (like I could combine ideas #1, 2, 5 and 6; or 4, 5, and 6 together make a very Pirates of Dark Water theme)?
Mainly I'm just nervous about coming up with a story that I will feel comfortable running (given my predisposition to serialized stories and PC background use) but will still be flexible enough for an alt-game.
Thoughts? Ideas? Opinions?
I haven't DMed since AD&D and my style of DMing is VERY serialized (everything is so interconnected you don't have a real thought of one game session to another as everything is a giant single piece) and heavily drawing from PC backgrounds and motivations. I also used to make more wilderness and political type stories since they lent to more interconnected things.
But in order to work as an alt-campaign where we may not play for weeks/months at a time, then I have to shift my brain. I also need to take in to account that the PCs may rotate somewhat (since it will be any number of our pool of 4 players that will be there at any given session in which we play the alt-campaign).
Considerations:
* Want it to be episodic but some how connectable (i.e. each session could be taken on it's own, but there is still something larger going on)
* Able to handle PCs dropping in and out between sessions
* Don't want this to be dungeon crawl after dungeon crawl
* I am considering it to have some tweak (terrain, house rule, etc) to make it feel a little different than the regular campaign
Some ideas I've been considering so far (some fleshed out more than others) ...
1) PCs are just mercenaries and take assignments from the mysterious stranger (simplest, but scared it will get repetitive)
2) Magic is outlawed, but all the PCs have minor wizard powers (house rules), giving it a rather XMen feel as they try to not be known and still do their thing. (will still need to figure out what their thing is...)
3) PCs are all part of a guard/military unit and make the sessions be assignments from their commander (though this may limit some player race and class choices depending...)
4) PCs all on a boat, going from island to island exploring
5) PCs must collect the 10 parts of an artifact to save the world (though they may not know that this is what they are doing)
6) It's a highly primitive world (or post cataclysm)
7) I try and run a heavily connected campaign like I am used to and just hope it works...
8) PCs are all survivors of something, trying to cope
Any ideas? Either expanding on what I wrote above or something different? Or combing the above in a way I may not have considered (like I could combine ideas #1, 2, 5 and 6; or 4, 5, and 6 together make a very Pirates of Dark Water theme)?
Mainly I'm just nervous about coming up with a story that I will feel comfortable running (given my predisposition to serialized stories and PC background use) but will still be flexible enough for an alt-game.
Thoughts? Ideas? Opinions?