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my new 4e campaign world
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<blockquote data-quote="Greatwyrm" data-source="post: 4148990" data-attributes="member: 479"><p>I think this is a pretty neat idea. Here's a few things you may want to keep in mind.</p><p></p><p>Any time you put players on a clock, 2 years in your case, they'll do their best to find any possible shortcuts. More than usual. Expect them to cheat you out of some really good fights at least a couple times. As a DM, there's a real temptation to put a "hidden guardian" at the item for one last gasp. It's okay once in a while, but if they come up with something really clever, hand one to them. Not every time, but at least once.</p><p></p><p>Second, you're basically dealing with time-travel. There's a lot of danger for you that comes with that. Somehow you need to rig it so that the prophecy/ritual only stops if all 12 items are captured or destroyed. Also, be sure the whole deal only works with flashbacks (or flashforwards (?)). If they ever get a chance to change past events, the wheels will come off this in a hurry, unless you've got some really strong cosmology to back it up.</p><p></p><p>Next, don't be afraid to give out treasure. You're kind of going apocolyptic here and that generally makes you think of a setting being resource poor. The thing is, it's not really the apocolypse yet for your guys. It's really just a bad evacuation. People leave stuff behind when they leave in a hurry. Monsters pick up stuff and hoard it. Adventurers kill monsters and take their stuff. I wouldn't mess with that part of the game.</p><p></p><p>Finally, you're going to have a tough time reconciling one thing with the backstory. All the coolest people in the world tried to save it and failed. Why? How are a bunch of farm kids that should have just gone to Toschey Station and picked up their dang power converters going to stop the Death Star? Somehow you have to find a reasonable thing for them to discover that somehow all the Elminster/Drizzt types missed the first time around. I don't have any really good ideas for that right now, but I'd put that on your list of things to think over.</p><p></p><p>Hope any of that helps.</p></blockquote><p></p>
[QUOTE="Greatwyrm, post: 4148990, member: 479"] I think this is a pretty neat idea. Here's a few things you may want to keep in mind. Any time you put players on a clock, 2 years in your case, they'll do their best to find any possible shortcuts. More than usual. Expect them to cheat you out of some really good fights at least a couple times. As a DM, there's a real temptation to put a "hidden guardian" at the item for one last gasp. It's okay once in a while, but if they come up with something really clever, hand one to them. Not every time, but at least once. Second, you're basically dealing with time-travel. There's a lot of danger for you that comes with that. Somehow you need to rig it so that the prophecy/ritual only stops if all 12 items are captured or destroyed. Also, be sure the whole deal only works with flashbacks (or flashforwards (?)). If they ever get a chance to change past events, the wheels will come off this in a hurry, unless you've got some really strong cosmology to back it up. Next, don't be afraid to give out treasure. You're kind of going apocolyptic here and that generally makes you think of a setting being resource poor. The thing is, it's not really the apocolypse yet for your guys. It's really just a bad evacuation. People leave stuff behind when they leave in a hurry. Monsters pick up stuff and hoard it. Adventurers kill monsters and take their stuff. I wouldn't mess with that part of the game. Finally, you're going to have a tough time reconciling one thing with the backstory. All the coolest people in the world tried to save it and failed. Why? How are a bunch of farm kids that should have just gone to Toschey Station and picked up their dang power converters going to stop the Death Star? Somehow you have to find a reasonable thing for them to discover that somehow all the Elminster/Drizzt types missed the first time around. I don't have any really good ideas for that right now, but I'd put that on your list of things to think over. Hope any of that helps. [/QUOTE]
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