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Ideas for a planar campaign
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<blockquote data-quote="RoiC." data-source="post: 8411594" data-attributes="member: 6886752"><p>I've started planning out a planar campaign that has the players start out in different settings. Basically, I had the idea of starting with two 2-3 player groups, running 1-2 seperate sessions for each, with each group ending up on Sigil by accident, and have the campaign go on from there (I specifically have this "you all meet in a tavern" scene in my head, but instead of the vanilla Ye Olde Medieval Tavern™, have them start in a bizzare place like PS:T's Smoldering Corpse Bar). I plan on having one group start in Eberron, probably just outside of Cyre when the Day of Mourning happens, and probably being thrown outside by some weird magical anomaly in the Mournland (I really want to use Cyre 1313 dread domain from VRgtR). Since the PCs will probably not have much to return to after their home has been destroyed, it'll also leave them free to roam the planes.</p><p></p><p>What I'm not sure about is where I want the other group to start. I've considered using Dark Sun (no reason to go back there either), Theros (really hard to get back there due to to weird cosmology, not unlike Eberron), one of the planes (I was considering using one of Ravenloft's Domains of Dread, maybe the carnival - it can even crossover with the new WbtW adventure), but I feel a bit lost here. What I need is a setting which would be hard to get back to, one that the PCs would be less tempeted to try and go back to and one that contrasts well with the other setting (Eberron) and both clashes and meshes well with Sigil and the Planes (for example, Eberron's cosmology really doesn't work with the Great Wheel which is a huge source of confusion, but the city setting and the magitek vibe would resonate well). I feel a bit of choice paralysis, so any opinion would be appreciated.</p><p></p><p>The other thing I'm kinda stuck with is the overarching plot. I want there to be a reason for the group to be thrown into Sigil, maybe some sort of multiversal anomaly or a poweful faction doing something that messes up with the planes - maybe even have something to do with the Day of Mourning. Alternatively, I feel like dropping the "big damn heroes save the multiverse" shtick for a more personal quest could work, but I'm just not sure what can be the thing that connects them. </p><p></p><p>I'ts a bit of a complicated concept, so any ideas - wether based on your own experiences, games you've watched, works of fiction you can recommend, exisiting adventures and books, stuff that been sitting in your head or drawer for years or whatever else comes to mind would be super appreciated.</p></blockquote><p></p>
[QUOTE="RoiC., post: 8411594, member: 6886752"] I've started planning out a planar campaign that has the players start out in different settings. Basically, I had the idea of starting with two 2-3 player groups, running 1-2 seperate sessions for each, with each group ending up on Sigil by accident, and have the campaign go on from there (I specifically have this "you all meet in a tavern" scene in my head, but instead of the vanilla Ye Olde Medieval Tavern™, have them start in a bizzare place like PS:T's Smoldering Corpse Bar). I plan on having one group start in Eberron, probably just outside of Cyre when the Day of Mourning happens, and probably being thrown outside by some weird magical anomaly in the Mournland (I really want to use Cyre 1313 dread domain from VRgtR). Since the PCs will probably not have much to return to after their home has been destroyed, it'll also leave them free to roam the planes. What I'm not sure about is where I want the other group to start. I've considered using Dark Sun (no reason to go back there either), Theros (really hard to get back there due to to weird cosmology, not unlike Eberron), one of the planes (I was considering using one of Ravenloft's Domains of Dread, maybe the carnival - it can even crossover with the new WbtW adventure), but I feel a bit lost here. What I need is a setting which would be hard to get back to, one that the PCs would be less tempeted to try and go back to and one that contrasts well with the other setting (Eberron) and both clashes and meshes well with Sigil and the Planes (for example, Eberron's cosmology really doesn't work with the Great Wheel which is a huge source of confusion, but the city setting and the magitek vibe would resonate well). I feel a bit of choice paralysis, so any opinion would be appreciated. The other thing I'm kinda stuck with is the overarching plot. I want there to be a reason for the group to be thrown into Sigil, maybe some sort of multiversal anomaly or a poweful faction doing something that messes up with the planes - maybe even have something to do with the Day of Mourning. Alternatively, I feel like dropping the "big damn heroes save the multiverse" shtick for a more personal quest could work, but I'm just not sure what can be the thing that connects them. I'ts a bit of a complicated concept, so any ideas - wether based on your own experiences, games you've watched, works of fiction you can recommend, exisiting adventures and books, stuff that been sitting in your head or drawer for years or whatever else comes to mind would be super appreciated. [/QUOTE]
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