How would I make my campaign/games more interesting?

AereonBlaze

First Post
Salutations!

I’ve been a lurker here for about a year, and…well, I’ve finally decided that I need to de-lurkify. I’ve been trying to think of ways to make my campaign a bit more interesting for the players. I’m stumped at the moment, so I figured I’d ask you guys for some opinions . :)

Here’s how the game looks at the moment:

I run the game in FR, and for the most part that’s worked fine for me. However, most of my plotlines have been somewhat similar…city/country/large area is in peril, the PC’s are left with the job to save everyone. This is usually separated by a dungeon crawl inbetween large adventures. Needless to say, its been getting just a bit repetitive. :D

The group consists of:

7th level Cleric of Shaundakul - Pretty much the parties only real spellcaster.
7th level Half-Drow Bard - Nice all around character, and he usually ends up coming up with interesting ways to solve problems.
7th level Paladin of Lathander - He acts as the powerhouse for the party, as well as leader.
7th level Fighter - Not quite as powerful as the paladin, he might multiclass.

We might have another person join soon, though that’s still up in the air. I’m not looking to run an entirely different setting…we already play Spycraft occasionally. I’ve been thinking of using planar travel to make things more interesting, but being a bit of a newbie DM, I’m hoping that you guys might have some ideas.

Thanks!

-Aereon
 

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well if you really want to mix things up and you are loking into planar travel, Oathbound coundn't be more up your ally. Your player characters are the at the right lvl too.

Basicly oathbound has your players ripped from there world and onto the planat forge where all the senses and passions are pushed to there limits. Really have a look at it. Its by bastion press and there's a review of it on enworld.

Other ideas i have off the top of my head, if you don't won't do buy the book, are:

-have the pc chased by some rival that they have started by constantly having defeated him/her/it.
-one of the pcs' relatives have left them land/money/whatever, but they have to do something to achiev it. there could a be a gaes/quest on the money/land/item/whatever.
-the pc's are wronfully accused of an attempt of some horrible crime and must prove their inocense.
-if they are found guilty then they are placed in the dungeon or gladietor ternament and try to break out or fight their way out.

thats all I got for now. also, take a look in the plots and places forum. There tons of stuff in there.
 

The Bishop Went that a way!!!

Seventh level is a good time to get them involved in some politics. You should get them recruited by some nice organization, and then run them through small adventures in which they try to help their patrons and harm their rivals while promoting the general interests of the organization. Harpers are often done, but you might choose something more limited like that league being set up in Silverymoon or your own homebrew group using existing personalities.

They could even join some minor personality's or nation's court. Though national stuff doesn't always travel well.

An often recommended and fun change of flavor is to get the pcs to settle down somewhere, even if it's just for the winter, then have a conspiracy of villains come along and work to destroy them. It functions as sort of an anti-dungeon crawl.

"The beholder and his minions have made it to WHAT floor of the tower?"

It's a good one shot, but you can also have them besieged for a whole winter and really make them paranoid.

Then when the Paladin begins killing prisoners and the unconscious you have a whole other scenario on your hands.

I have a friend who's working on a game in which much of the action stems from pcs working in competition with other adventuring groups.

Seventh Level seems a little low for planar stuff, but if you want a change in setting flavor under the sea is always good as is a trip to Al-Quadim, Maztica, or Kara-Tur.
 


Well, maybe it is time the PCs get a bit more proactive.

Perhaps the Red Wizards of Thay, the Zhentarim, or any other group with many magical resources have figured out how to build Nexus Towers - and they start sucking people dry with them.

OK. First of all, stealing all the life energies of people is pretty much evil, and enough reason to stop them on that ground alone. And they will probably require lots of slaves for it - which is a good way to get the PCs involved if they follow the trail of a kidnap victim.

Second, they haven't directly threatened another realm with them yet, but most observers figure that this is only a matter of time - and the rulers of goodly realms are probably getting stomach cramps when thinking of so much magical power in the hands of these groups.

Getting to the Nexus Tower is going to be pretty difficult, however. First, the slave pens around the Tower probably have all the lovely ambience of a medieval equivalent of concentration camps - and the security will also be appropriate. Second, the Tower itself will be heavily defended - after all, they are the fantasy equivalent of ICBMs...

All in all, it could make for quite a few interesting adventures.
 

Thanks for the ideas...this is definitley some helpful stuff.

I'll have to take a look at Oathbound, that does sound pretty interesting. For now though, I think I'll throw them into more political conflicts, or get them to start interacting more with the major organizations.
 

Forgotten Realms

For what it's worth, here's a couple of 7th - 8th level plots I've run in previous campaigns:

The Bandits of Shadow Gap
(between Cormyr and Shadowdale)

Chaos ensues in Cormyr, particularly the outskirts near Tilverton. A cormyrean diplomat requests the help of getting much needed food past humanoid brigands in the Shadow Gap and into Cormyr. (Rash of raids)...party barters...party accepts...brigand raid ensues...brigand leader getting away and is followed by the party...brigand lair is well stocked...many instances of trade or support from "desert nomads" and into Anaurach you go! The desert nomads could be whoever you want from Zhent Merc's or Spy's to agents from the City of Shade to another starving band of desert nomads who will trade valuable weapons and equipment for food...with anyone.

The Nobles' Help!

(originally set in Waterdeep, but could be transplanted to Sembia)

The nobles' of Waterdeep are having problems with their help! They have workers "shipped" in from several small farming communities outside of Waterdeep, and one of these communities has been under assault by Werewolves! The party is hired by a representative of a noble family with an interest in the area or representing a noble "guild". The party travels to the city, and investigates...only young men are being attacked...clearly "claw" attacks...survivors describe as "standing wolves"...actually a contingent of Gnoll Druids and Gnoll Fighters, who are led by a Gnoll Druid Circle leader an Annis, and their pet Dire Bear (this is a tough fight at this level). Getting there is half the battle, past all of the Druid's pets...the gnolls are lashing out at the surrounding area for recent attacks on the wildlife, which is actually being perpetrated not by these men, but by elves....but, why?
 

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