Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Need campaign ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Drayven" data-source="post: 5468656" data-attributes="member: 98786"><p>I'm a new DM that has been running a D&D 4e game for a few months now. I'm thinking about mixing things up on my players and I'm looking for advice. The quick back story of the current campaign is that the players accidentally recovered a magic artifact for someone they thought was good but was actually bad. They are now on a task to gather components to build an item that can be used to fight the new evil super power, pretty cliche stuff I know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Right now they are in a wintery section of the world and are making their way through an underground tower because a nearby village needs help and they've heard rumors that a wizard that used to live in the area built some sort of town defense system into his tower.</p><p></p><p>I think I've kinda reached a point with the world where I'm just not sure to go with it so I'm pondering really mixing it up either temporarily or permanately. What I'm considering is when the players activate what should be the defense mechanism instead they will be teleported away to another land. I'm considering dumping them somewhere completely opposite of where they are like in a desert or jungle setting. This will be a land where mages have been purged and magic is rare and considered evil. They may even end up in a pirate themed city at some point. Any time they ask about the place they came from no one will have heard of it, either because this is a different plane/world or a different time perhaps. What I'm thinking is this would be some sort of a trap the wizard created to capture anyone that tried to use his defense mechanism for evil. He assumed that whoever activated it would be a mage so he created or sends them to a world where magic is taboo and they will be hunted.</p><p></p><p>Right now I just have alot of ideas racing through my head so I'm hoping to get a feedback on a few things.</p><p></p><p>1. Is it ok to totally change up the world like that?</p><p>2. Any thoughts on where I should send the players if I go this route?</p><p>3. If I decide to make this whole sub campaign some sort of illusionary trap what is a good way for them to get back to the "real" world at some point?</p><p></p><p>I know there are really no right or wrong answers but any advice you can give on getting on track would be helpful <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Drayven, post: 5468656, member: 98786"] I'm a new DM that has been running a D&D 4e game for a few months now. I'm thinking about mixing things up on my players and I'm looking for advice. The quick back story of the current campaign is that the players accidentally recovered a magic artifact for someone they thought was good but was actually bad. They are now on a task to gather components to build an item that can be used to fight the new evil super power, pretty cliche stuff I know :) Right now they are in a wintery section of the world and are making their way through an underground tower because a nearby village needs help and they've heard rumors that a wizard that used to live in the area built some sort of town defense system into his tower. I think I've kinda reached a point with the world where I'm just not sure to go with it so I'm pondering really mixing it up either temporarily or permanately. What I'm considering is when the players activate what should be the defense mechanism instead they will be teleported away to another land. I'm considering dumping them somewhere completely opposite of where they are like in a desert or jungle setting. This will be a land where mages have been purged and magic is rare and considered evil. They may even end up in a pirate themed city at some point. Any time they ask about the place they came from no one will have heard of it, either because this is a different plane/world or a different time perhaps. What I'm thinking is this would be some sort of a trap the wizard created to capture anyone that tried to use his defense mechanism for evil. He assumed that whoever activated it would be a mage so he created or sends them to a world where magic is taboo and they will be hunted. Right now I just have alot of ideas racing through my head so I'm hoping to get a feedback on a few things. 1. Is it ok to totally change up the world like that? 2. Any thoughts on where I should send the players if I go this route? 3. If I decide to make this whole sub campaign some sort of illusionary trap what is a good way for them to get back to the "real" world at some point? I know there are really no right or wrong answers but any advice you can give on getting on track would be helpful :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Need campaign ideas
Top