Jaelommiss
First Post
I recently started a new game with some buddies in a world of my own creation. For now they are small fellows in a wide world inhabited by creatures ranging from minor nuisances all the way up to city devourers. The party, transported to this world against their will* after being shipwrecked, has tangentially encountered a couple of the larger threats, but there is much more that I feel that they should be aware of.
I am not a fan of having the setting suddenly appear to become more hazardous immediately after the party gains a level or two. I've played games where after reaching level 4 all goblins abruptly vanish and are replaced by previously unknown menaces, and it always makes it feel like the setting is specifically designed to cater to the players rather than being a living world. I'm not saying that designing a world to suit the players is a bad thing, just that being made aware of the fact can cheapen the experience.
My struggle has been thinking up unique ways to subtly foreshadow some of what else is out there. I especially do not want it to seem like I am rubbing it in their faces that they are still low level and vulnerable. The three clue rule could possibly work, spreading the clues across multiple adventures so that it's not too obvious that whatever is out there is beyond their capabilities.
Suppose that I wanted to introduce that there are Wights in the area. At level two they come across a fresh corpse, unnaturally desiccated and its face twisted in horror. At third level they witness a cremation and hear a priest's prayer that by fire the deceased's bones will be spared from the Lingering Curse. At fifth level they come across the site of a battle. Some of the corpses, similar to the body found at level two, rise up an attack the party (zombies). That's three clues spread across multiple levels. They shouldn't be terribly surprised when a trio of Wights attacks them during the next adventure, leading a horde of zombies and draining them with a touch.
I am concerned that the players will either miss the clues because of the time between them, or feel like I'm two-by-fourshadowing. The first is fine. As much as I'd love them to know all about the world I made for them to ruin, some mystery is a good thing and missed clues maintains that. I really don't want them to feel like I'm trying to beat it into them, though.
Late game challenges, dragons and gods, are not too much of a concern. I have lots of time for that and making mention of them once in a while should suffice. Things they will be meeting in the next couple levels are harder because of the time constrains. I might only get time for a single clue.
My players tend to be good about asking NPCs about things in the world. I've played with them before now, and they are suitably intimidated by ruthlessness. They know that I keep a notebook full of "I am tired of your shenanigans" monsters and tactics and strategies, and they assume that I made frequent use of it when designing this world. Truthfully it's a cathartic outlet that has no business going anywhere near a table aiming for fun, but I'll never tell them that. I've got them exactly as cautious as I want them. If they suspect that there is something wrong or that some unknown threat is nearby, I'm reasonably certain that they will scamper back to their NPC (there aren't any towns on this island and they don't have a boat) to ask as many questions as there are trees in the woods.
How do you foreshadow for your players? What works and what doesn't? I focused heavily on monsters in my post. What other things (campaign themes, locations, NPCs, natural hazards, etc.) do you foreshadow? How do you make sure that you're not too heavy handed with it? Do you feel that it adds anything to your game? If you were a player how would you want your DM to foreshadow, and how much information would you want to be given?
Any answers would be greatly appreciated.
*I asked the players beforehand and they were okay with being in an unknown world from the start
I am not a fan of having the setting suddenly appear to become more hazardous immediately after the party gains a level or two. I've played games where after reaching level 4 all goblins abruptly vanish and are replaced by previously unknown menaces, and it always makes it feel like the setting is specifically designed to cater to the players rather than being a living world. I'm not saying that designing a world to suit the players is a bad thing, just that being made aware of the fact can cheapen the experience.
My struggle has been thinking up unique ways to subtly foreshadow some of what else is out there. I especially do not want it to seem like I am rubbing it in their faces that they are still low level and vulnerable. The three clue rule could possibly work, spreading the clues across multiple adventures so that it's not too obvious that whatever is out there is beyond their capabilities.
Suppose that I wanted to introduce that there are Wights in the area. At level two they come across a fresh corpse, unnaturally desiccated and its face twisted in horror. At third level they witness a cremation and hear a priest's prayer that by fire the deceased's bones will be spared from the Lingering Curse. At fifth level they come across the site of a battle. Some of the corpses, similar to the body found at level two, rise up an attack the party (zombies). That's three clues spread across multiple levels. They shouldn't be terribly surprised when a trio of Wights attacks them during the next adventure, leading a horde of zombies and draining them with a touch.
I am concerned that the players will either miss the clues because of the time between them, or feel like I'm two-by-fourshadowing. The first is fine. As much as I'd love them to know all about the world I made for them to ruin, some mystery is a good thing and missed clues maintains that. I really don't want them to feel like I'm trying to beat it into them, though.
Late game challenges, dragons and gods, are not too much of a concern. I have lots of time for that and making mention of them once in a while should suffice. Things they will be meeting in the next couple levels are harder because of the time constrains. I might only get time for a single clue.
My players tend to be good about asking NPCs about things in the world. I've played with them before now, and they are suitably intimidated by ruthlessness. They know that I keep a notebook full of "I am tired of your shenanigans" monsters and tactics and strategies, and they assume that I made frequent use of it when designing this world. Truthfully it's a cathartic outlet that has no business going anywhere near a table aiming for fun, but I'll never tell them that. I've got them exactly as cautious as I want them. If they suspect that there is something wrong or that some unknown threat is nearby, I'm reasonably certain that they will scamper back to their NPC (there aren't any towns on this island and they don't have a boat) to ask as many questions as there are trees in the woods.
How do you foreshadow for your players? What works and what doesn't? I focused heavily on monsters in my post. What other things (campaign themes, locations, NPCs, natural hazards, etc.) do you foreshadow? How do you make sure that you're not too heavy handed with it? Do you feel that it adds anything to your game? If you were a player how would you want your DM to foreshadow, and how much information would you want to be given?
Any answers would be greatly appreciated.
*I asked the players beforehand and they were okay with being in an unknown world from the start