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<blockquote data-quote="Dark Eternal" data-source="post: 863007" data-attributes="member: 7932"><p>Ok, here's the setup. I have an idea for a campaign story that I'd like to develop, but I'm afraid that it may be a little to simple / cliche. What I'd really like are some critical suggestions for ways to improve the plot. The basic summary is as follows:</p><p></p><p>Ages ago, the world was nearly rent asunder by a great conflict. An elven sorcerer, after centuries of seeking the secret to reality, had unlocked the truth about magic. Somewhat unstable to begin with, the knowledge had driven him mad, and he had set into motion a great power that would, if completed, lead to the unraveling of reality. The greatest heroes of the age had risen up to defeat him, but they had been bested.</p><p></p><p>A council of the wisest minds of the Age concluded that only one who held the same keys to power that their enemy possessed could defeat him - but a mortal mind could not contain such knowledge and remain sane. So at first, they tried to create an artifact that could hold such power - but this plan failed, as the sentient artifact was overwhelmed by the forces it tapped. So they tried a second time - only this time, they created <em>three</em> weapons, each of which would tap only a portion of the knowledge they needed. Acting in concert, the council theorized, the three weapons would be able to best the sorcerer. This plan was successful, and the three weapons were forged. Soul Shard (neutral good), Dream Reaver (lawful evil), and the Thunder Blade(chaotic neutral), acting in concert, overwhelmed the insane elf and consumed his soul - each of the blades containing one third of his essence. Then, the weapons were scattered and sealed away, as they represented a power too tempting - and ultimately, too dangerous - to leave free.</p><p></p><p>A great deal of time passed, and the world recovered from the brink of destruction. Eventually, other developments eclipsed the ancient conflict, and the weapons and their stories were forgotten.</p><p></p><p>A great deal more time has now passed, bringing us to the current day. Predictably enough, one of the ancient weapons has been discovered, and, in the hands of a capable and ambitious man, it is causing a massive shift in the balance of power in the world. </p><p></p><p>The catch is that over the ages, the spirit of the sorcerer has tainted and partially possessed the weapons in which it is contained. Now, the weapons seek to manipulate events to lead to their reunion - which will result in the resurrection of the ancient and thoroughly insane sorcerer, Talisaad. Who will, of course, pick up where he left off... only this time, the weapons which were his only bane are now his tools......</p><p></p><p></p><p></p><p>So, what suggestions would you all make to improve this basic storyline? Do you think this has the potential to form the skeletal structure for a good campaign? Is it too simple, or too cliched? Would it be enough to catch your interest as is, and if not, how would you change it so that you <em>would</em> be interested in playing it? </p><p></p><p>Feedback is strongly desired - so throw in your two cents worth!</p></blockquote><p></p>
[QUOTE="Dark Eternal, post: 863007, member: 7932"] Ok, here's the setup. I have an idea for a campaign story that I'd like to develop, but I'm afraid that it may be a little to simple / cliche. What I'd really like are some critical suggestions for ways to improve the plot. The basic summary is as follows: Ages ago, the world was nearly rent asunder by a great conflict. An elven sorcerer, after centuries of seeking the secret to reality, had unlocked the truth about magic. Somewhat unstable to begin with, the knowledge had driven him mad, and he had set into motion a great power that would, if completed, lead to the unraveling of reality. The greatest heroes of the age had risen up to defeat him, but they had been bested. A council of the wisest minds of the Age concluded that only one who held the same keys to power that their enemy possessed could defeat him - but a mortal mind could not contain such knowledge and remain sane. So at first, they tried to create an artifact that could hold such power - but this plan failed, as the sentient artifact was overwhelmed by the forces it tapped. So they tried a second time - only this time, they created [i]three[/i] weapons, each of which would tap only a portion of the knowledge they needed. Acting in concert, the council theorized, the three weapons would be able to best the sorcerer. This plan was successful, and the three weapons were forged. Soul Shard (neutral good), Dream Reaver (lawful evil), and the Thunder Blade(chaotic neutral), acting in concert, overwhelmed the insane elf and consumed his soul - each of the blades containing one third of his essence. Then, the weapons were scattered and sealed away, as they represented a power too tempting - and ultimately, too dangerous - to leave free. A great deal of time passed, and the world recovered from the brink of destruction. Eventually, other developments eclipsed the ancient conflict, and the weapons and their stories were forgotten. A great deal more time has now passed, bringing us to the current day. Predictably enough, one of the ancient weapons has been discovered, and, in the hands of a capable and ambitious man, it is causing a massive shift in the balance of power in the world. The catch is that over the ages, the spirit of the sorcerer has tainted and partially possessed the weapons in which it is contained. Now, the weapons seek to manipulate events to lead to their reunion - which will result in the resurrection of the ancient and thoroughly insane sorcerer, Talisaad. Who will, of course, pick up where he left off... only this time, the weapons which were his only bane are now his tools...... So, what suggestions would you all make to improve this basic storyline? Do you think this has the potential to form the skeletal structure for a good campaign? Is it too simple, or too cliched? Would it be enough to catch your interest as is, and if not, how would you change it so that you [i]would[/i] be interested in playing it? Feedback is strongly desired - so throw in your two cents worth! [/QUOTE]
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