My game ended. Give me campaign ideas.

A long time ago, in a galaxy far, far away . . .

Here's another idea I have in mind. I like mysteries, and I like the plot to be tied to the characters. I also like letting players make the characters they want. This often is a disconnect, requiring me to concoct the setting independently from the story, because I can't make the story until I know the characters, and the players can't make their characters until they know the setting.

This time, though, I have a plan.

In game one, I will have five, possibly six players. In game two I'll have four or five. For each game, I'm going to come up with seven or eight elements of character history, and require each player pick one for his character. They're going to be relatively small things, but they'll play into the events of the plot, or at least encourage PCs to have more connection with the home village. And each element has a bonus attached to it, of some sort.

Still thinking, brainstorming. I have five days left to plan.
 

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Hm . . . what to do with parallel games? It's a little sad that the idea posting has dried up a bit, such that I'm mostly just talking to myself now, but oh well . . .

I want the first group to be trying to stop their home town from being destroyed when the moon overhead that eclipses the sun moves. I eventually want them to get to the moon, because plane travel is interesting to me. I wonder what could be on the moon. But I'm getting ahead of myself.

I want the second group to do something else, but to have some villain that unifies the threats. Hmm.
 

RangerWickett said:
Hm . . . what to do with parallel games? It's a little sad that the idea posting has dried up a bit, such that I'm mostly just talking to myself now, but oh well . . .

I want the first group to be trying to stop their home town from being destroyed when the moon overhead that eclipses the sun moves. I eventually want them to get to the moon, because plane travel is interesting to me. I wonder what could be on the moon. But I'm getting ahead of myself.

I want the second group to do something else, but to have some villain that unifies the threats. Hmm.

In Final Fantasy the moon is where monsters come from. In one game I had all shapeshifters be native to the moon. That is why they change when they see thier homeland. At the very least you should have bat-people live there. Those are cool. Maby the moon is where a dead god sleeps. That might be a little predictable, however.

For the second group: what if they have to secure something unique to the moon? Like a Moonflower. It has powerful magical properties that can be used for good or evil. They also only bloom when the moon is in eclipse.

So, the first group wants to stop the bad guy from nukeing the town during the eclipse while the second group wants to stop the bad guy from getting some potent magical ingredients during the eclipse.
 

When I get more ideas and things start to have at least a basic framework of a plot, I think I might start another thread to ask for suggestions for fleshing things out. But first, I need a skeleton.

I like my setting. It's a ringworld with a few shattered segments, and the 'moons' that orbit between this world and the sun, which normally provide for a day-night cycle, eventually grew tidally-locked. But a recent bit of villainy has started them moving again, which is scaring the people of the world.

Normally you can only travel 'north' and 'south', basically the two directions that are not spinward and anti-spinward. Spinward is east, antispinward is west. The tidally-locked 'moons' used to provide day-night cycles, but a few centuries ago they began to slow, and a few decades ago they came to a stop. Now only the dusk areas are readily inhabitable, and it is in one such area where the party begins.

The villain, some sort of . . . well, let's see, what's my specialty? I like having lots of nifty locations, vistas and such. I like magic. So the villain ought to be a longwalker, with gravitational powers. Well, but no, no, not the villain. I dunno. You ever feel like this game gets a little trite sometimes? What can I do that's new?

Hopefully I'll feel more optimistic after sunrise.
 

Sounds like your in a bit of a slump. When I get like that I usually go to the movies or watch some anime or try a new video game. Really cool stuff like that gets me going again.
 

Tapping into the planar idea: Perhaps at the frayed ends of the ring, where it collapses into the broken arc are home to the good and evil outsiders, and the rest of the rin is arranged as a continuum of alignment, bent into a circle.

No, that's no good. It's be horribly limiting; "Everyone from that way is untrustworthy and vile! Everyone from that way is nice and kitteny-soft!"

Perhaps your longwalker villain is seeking to complete a pilgrimage to scores of towers or shrines that dot the ring, in order to activate them. Ages ago, a council of 'nominally good' poobahs started the tide-locking of the moons, because they knew that the shrines only accumulated energy when exposed to cyclical day and night. The villain therefore had to restart the orbits to complete his other objective...

...which is.... umm... the Ringworld is actually an ancient weapon or beacon, that when charged will obliterate the (target interplanar or dimensional or transplanetary) race of choice; or allow the Exodite Lords to find their way home.

The first time the ring starts cycling could be interesting. You could run it like the dawn scene from Riddick; of course, the encroaching day would probably be harmless, but the PCs don't know that.
 

I did some more brainstorming.

There are three people involved. The first one is a brilliant and powerful woman. She is either a bard or a cleric. She is the head of a rich noble family. The second one is a man. He is dark and dangerous. A very skilled assassin he is ruthless and effcient. However, he made a fatal mistake. He got emotionally involved with a target. He loved the woman and she loved him back. The man tried hard but he could not escape his former life. He has to fulfill his mission. He killed his love. Having become a liability he is also killed by his organization. The third person in this story is a girl. The child of a leader and a murderer. The ocean figures prominently into her life. A human living among Tritons she lives a happy carefree life. Her adopted family treats her as one of thier own. The girl grew up into a woman. She took up the spear of the Longwalker and vowed to protect her home. However, it is the way of the world that long forgotten secrets are to be discovered. She stands at a crossroads between the sea and the sand. While the weight of the past lies on her shoulders her destiny is her own to choose. Forget everything she has learned and go back to her home? Go to her birth family who won't accept her but can not deny her blood? Or perhaps vengence is her path?

Edit: Err...I realize this isn't 'campaign advice'. I guess what I'm getting at is that not every story has to be world shattering destruction save-or-die type stuff. In the end her choices won't matter a great deal to the rest of the universe. But it will be important to her, and to the PCs if they choose to get involved.
 
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RangerWickett said:
I dunno. You ever feel like this game gets a little trite sometimes? What can I do that's new?

Hopefully I'll feel more optimistic after sunrise.

Hey, Ranger Wickett. This is kind of off topic, but if you're having trouble brainstorming or getting away from cliches you should check out the Oblique Strategies. They were designed to help musicians and artists break out of creative slumps, but really they can be used for almost any purpose. My roommate swears that they got him through art school.

A Primer on Oblique Strategizing

draw a card
 
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I watched one of my numerous CDs of anime music videos, and played Halo for a little while, and looked at my old notes for a planehopping campaign, and this is what I came up with.

I'm going to be running two campaigns, and I want a way for them to be contiguous, with the occasional overlap, and maybe even a session a few months down the line where the two groups game at the same time.

Group 1 - 10th level. Adventures involve dancing around the darkened parts of the ring, until eventually they discover someone trying to restore the day-night cycle.

Group 2 - 1st level. Game begins with everyone waking up, hearing a voice crying out to them some message (yet to be determined). One of the PCs in this group will have the same player as a PC in the other group, and she'll remember the events of the other sessions as the group is spurred into adventure. They are not on the ringworld.


The multiverse is an infinite collection of planes. Some planes connect to many, others to only a few. It seems inevitably that the greatest cultures emerge on those planes connected to many others. One such world was, in its ancient past, home to extraplanar forces far more powerful than any of the mortals of the world. The mortal races would have been overwhelmed if not for the Ban of Pleian, a magical ritual which sealed the world's access to all but eight other planes. The planes whose connections were still allowed aligned into a physical system of planets, moons, and a sun.

The planes of this system are, in order from closest to the sun to farthest away:
  • The plane of fire, a tiny molten sphere that orbits within the fires of the sun.
  • The plane of air, a small gas world, like a huge, eternal comet.
  • Trema, the main world of the campaign. The 'material' plane.
  • The plane of water, an entire world that is simply a sphere of tides and debris. It has numerous moons.
  • The plane of earth, an array of asteroids that may once have been a planet. There is practically no air to breathe.
(The four elemental planes are necessary to keep the world intact, or so believe the creators of the Ban of Pleian).
  • The plane of dreams, which is the moon of Trema.
  • The plane of time, which is inspired by Chronos (or as he was called by the Romans, Saturn). This is a huge world of swirling gas, dark to the living eye, but to the vision of the dead it glows with a beckoning light.
  • The plane of spirits, which surrounds the plane of time in a huge ring. There is a broken inner ring as well, and the two rings used to spin at slightly different speeds, so that the glow from the plane of time (seen only by the dead spirits lingering on the plane of spirits) would shift from day to night, eclipsed by the passing inner ring overhead.
  • The plane of lost dreams, a pair of cold, dead worlds, covered with mirrors and reflections of unfulfilled desires and abandoned stories.[/list

    The first group of adventurers goes on a quest to stop a particular bad guy, attempting to find the 'lost arc' (a section of the ring of spirits that has broken free and is drifting). At the end of the first adventure, they encounter the villain, who is also there for his/her own 'nefarious' purpose, and the party is trounced, knocked unconscious. When they wake up, it's daytime, and they seem unable to planeshift back to their own world. They're stuck on the ring.

    They are, of course, dead.

    The other group begins their adventures in the same world the other PCs originally started in, but ten years later. People are dying mysteriously, the result of some magical-planar booby-trapping done by a powerful spellcaster who wanted to make sure that if anyone killed her, the rest of the world would die too. This group doesn't really consist of 'adventurers' as much as of normal folks, travelers for their own reasons, who are the only ones left alive in a town they're traveling through after the curse kills everyone else.

    I think this game will begin with one character having a disturbing dream, and when he/she awakens, everyone in the group also awakens, hearing a scream on the wind. There is the sound of battle, and the voice cries some important message that I haven't figured out yet. But it is from their past, the future of the other group.

    We will discover, eventually, that the big Kahuna plan is to tap the plane of lost dreams (which, conveniently enough, exists beyond time, both spatially and chronologically). Not sure exactly why someone would want to do it, but I'm thinking it'd be for some noble reason, that just happens to destroy life as we know it.

    The importance of the ring is that the dead go there, and have eight days to barter a passage to the afterlife, or else they are condemned to limbo. But someone arranged to tidally lock the inner and outer ring, so day never passes, and no spirits are leaving. Time is beginning to collapse.

    That's the big picture, but the small picture needs much much more fleshing out, so that the world is interesting. I want the immediate beginning to be fun, and to hint at something bigger going on, but I want to do primarily episodic stuff for a while, before trying to tackle the plot arc.
 

Other options include (just to keep my options open):

* Continuing the last campaign which died, but with new characters. I'd need a way to refresh things, though, since the villains as portrayed weren't working. I'd probably focus on one of the villains that was on the side before.

* . . . something Cthulhu-ish. Actually I'd kinda like to do that anyway. Hmm.

* . . . um . . . other stuff.
 

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