Greenfield
Adventurer
I've probably mentioned this before (a few dozen times), but my campaign uses a "Round Robin" system for DMing.
We pick a campaign theme, the grand goal of the adventure, and then each player comes up with both a character and the city/state/region/country where that character hails from.
As the story advances everybody can have a chance to be DM. When someone is the DM, it means that the adventure is taking place in their home region, or in some unclaimed portion of the multiverse. Their character becomes an NPC, and the previous DM's character comes out of NPCdom.
But to make all of this work, you need that grand scheme, the big bad of the campaign world, the goal everyone is working towards.
Well, I expect our current campaign to end within the next month or so, so it's time to start planning our next campaign.
To give a review of themes we've used in the past:
Lost Secrets: Secrets, over time, do one of two things. They either come out and aren't secrets any more, or they get lost when the last holder of that secret passes on. In this game world many feats, prestige classes and spells have simply been forgotten. There are no 9th level spells. Raising the dead requires a trip to the underworld to retrieve the soul of the one lost, because there are no rais Dead spell o any of their variants. There are no Teleport spells (though Dimension Door exixts). Nobody knows how to craft permanent items of any sort.
But the gods have foreseen the dark times coming, and have called together people from many lands, to work together and rediscover what was lost. It's time when the mortal world will need those secrets again.
Broken World: Before time began the gods would fashion worlds by working together. They'd create a great crystalline model of that world, the primary artifact of creation itself. The world, as mortals know it, is the image of that artifact.
But when your world was formed the Good gods conspired to create a world where there was no room for Evil. The Evil gods rebelled, realizing that they had been betrayed at the last moment, and there was a battle. In that battle the crystal was shattered, and the backlash sent the gods of creation into a state of shock. They still live, but they sleep, and all the gods the mortals know as "greater gods" are in fact the servants of Those Who Came Before.
The world is dying, broken, because the artifact is broken. Your job is to find the shards of that crystal and bring them to the Temple of Ancient Light where they can be reassembled. But Evil is in the world, and the Evil gods are spiteful. Their forces will oppose, so take care and hurry.
There have been more, but you get the idea. Some grand goal that can be carried on for as long as needed for the a campaign that can run for years.
So I'd like some help coming up with a campaign theme, the next grand story arc.
Let's kick a few ideas around, shall we?
We pick a campaign theme, the grand goal of the adventure, and then each player comes up with both a character and the city/state/region/country where that character hails from.
As the story advances everybody can have a chance to be DM. When someone is the DM, it means that the adventure is taking place in their home region, or in some unclaimed portion of the multiverse. Their character becomes an NPC, and the previous DM's character comes out of NPCdom.
But to make all of this work, you need that grand scheme, the big bad of the campaign world, the goal everyone is working towards.
Well, I expect our current campaign to end within the next month or so, so it's time to start planning our next campaign.
To give a review of themes we've used in the past:
Lost Secrets: Secrets, over time, do one of two things. They either come out and aren't secrets any more, or they get lost when the last holder of that secret passes on. In this game world many feats, prestige classes and spells have simply been forgotten. There are no 9th level spells. Raising the dead requires a trip to the underworld to retrieve the soul of the one lost, because there are no rais Dead spell o any of their variants. There are no Teleport spells (though Dimension Door exixts). Nobody knows how to craft permanent items of any sort.
But the gods have foreseen the dark times coming, and have called together people from many lands, to work together and rediscover what was lost. It's time when the mortal world will need those secrets again.
Broken World: Before time began the gods would fashion worlds by working together. They'd create a great crystalline model of that world, the primary artifact of creation itself. The world, as mortals know it, is the image of that artifact.
But when your world was formed the Good gods conspired to create a world where there was no room for Evil. The Evil gods rebelled, realizing that they had been betrayed at the last moment, and there was a battle. In that battle the crystal was shattered, and the backlash sent the gods of creation into a state of shock. They still live, but they sleep, and all the gods the mortals know as "greater gods" are in fact the servants of Those Who Came Before.
The world is dying, broken, because the artifact is broken. Your job is to find the shards of that crystal and bring them to the Temple of Ancient Light where they can be reassembled. But Evil is in the world, and the Evil gods are spiteful. Their forces will oppose, so take care and hurry.
There have been more, but you get the idea. Some grand goal that can be carried on for as long as needed for the a campaign that can run for years.
So I'd like some help coming up with a campaign theme, the next grand story arc.
Let's kick a few ideas around, shall we?