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Community
General Tabletop Discussion
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New 5e Campaign idea, want some diffrent thoughts on it
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<blockquote data-quote="hastur_nz" data-source="post: 7157714" data-attributes="member: 40592"><p>I would recommend it has some structure, which guides and/or forces you to go from once area before the next. </p><p></p><p>So for example, you start in Prime Material, and have to do something to enter the Feywild. There, you have to do something else to enter the Shadowfell, and finally you have to do the final thing to return to the Prime Material and 'claim the island' or whatever the final Goal is (*)</p><p></p><p>Now, you might want to allow people to return to the Prime Material whenever they want, to rest more safely, or you might want to make the missions in the other-worldy places more dangerous by not allowing escape until they find the McGuffin or push the magic button or whatever; depends on how you expect to manage the passage of time, etc. You might also want to keep it flexible, so it's not a single-path railroad. </p><p></p><p>But I'd suggest you also don't just let the players go wherever they want right from the beginning, otherwise it's a 100% sandbox where they can easily get themselves killed and in all honesty that's not especially fun for most players, people tend to want at least some kind of 'gated experience' where their explorations, conquests etc slowly unlock more challenging places.</p><p></p><p>(*) p.s. no offence, but "reclaim the rock" isn't an inspiring Plot, BTW - yes, it's old-school, but times have moved on - can you come up with a better reason for everyone going there, maybe even tie it into their backgrounds? "we work for Bob and he wants his island back", "the Order of Intelligence sent us to figure out what the Evil BBEG is and kill him for good", or even just "we all want to get fabulously rich, or die trying" is ok - something that drives and unifies your group of misfits beyond "oh look, an island!"</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7157714, member: 40592"] I would recommend it has some structure, which guides and/or forces you to go from once area before the next. So for example, you start in Prime Material, and have to do something to enter the Feywild. There, you have to do something else to enter the Shadowfell, and finally you have to do the final thing to return to the Prime Material and 'claim the island' or whatever the final Goal is (*) Now, you might want to allow people to return to the Prime Material whenever they want, to rest more safely, or you might want to make the missions in the other-worldy places more dangerous by not allowing escape until they find the McGuffin or push the magic button or whatever; depends on how you expect to manage the passage of time, etc. You might also want to keep it flexible, so it's not a single-path railroad. But I'd suggest you also don't just let the players go wherever they want right from the beginning, otherwise it's a 100% sandbox where they can easily get themselves killed and in all honesty that's not especially fun for most players, people tend to want at least some kind of 'gated experience' where their explorations, conquests etc slowly unlock more challenging places. (*) p.s. no offence, but "reclaim the rock" isn't an inspiring Plot, BTW - yes, it's old-school, but times have moved on - can you come up with a better reason for everyone going there, maybe even tie it into their backgrounds? "we work for Bob and he wants his island back", "the Order of Intelligence sent us to figure out what the Evil BBEG is and kill him for good", or even just "we all want to get fabulously rich, or die trying" is ok - something that drives and unifies your group of misfits beyond "oh look, an island!" [/QUOTE]
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New 5e Campaign idea, want some diffrent thoughts on it
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