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New DM needs help with story
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<blockquote data-quote="Sammael" data-source="post: 6981597" data-attributes="member: 4475"><p>You have <em>elements</em> of a good campaign but what you really have is <em>too much story</em>. As others have pointed out, the story is supposed to be the result of players' actions, not a predetermined course.</p><p></p><p>What I would do:</p><p></p><p>- The whole 4 gods backdrop is completely unnecessary for the start of campaign because it doesn't influence what the PCs are doing in any way. Forget about the gods until they actually become relevant to the campaign (and by that time, you may have a bunch of other, better ideas for them).</p><p></p><p>- The sorceress can be a good (if unexpected) BBEG, and you can certainly keep the essence of her plot, but what you really need is (1) her personality, (2) her motivations, (3) her weaknesses, and (4) a way for the PCs to foil her plot. Oh, and most PCs won't take kindly to her abducting them via teleport so be prepared for them to start suspecting her from the very first minute of the campaign.</p><p></p><p>- Avoid the deus ex machina moment (where a LITERAL hand of god appears and pulls her in) <strong>like the plague</strong>. Don't involve gods directly, no matter how cool the cinematic appears, because at that point, PCs become nothing more than pawns in the game of gods and they will hate it. Instead, maybe the death knight comes out of the portal and pulls her in... and despite her treachery, her last words are a plea to the PCs?</p><p></p><p>- As a new DM, avoid unkillable level-inappropriate NPCs that can TPK the party because that will result in one of the following: (1) there will be a TPK or (2) the party will kill the unkillable NPC and you will be pissed. </p><p></p><p>- Avoid having an NPC save the say. The PCs are protagonists, they need to play a central role and THEY need to be the ones to save the day. Friendly NPC are there to provide support, advice, and to die tragically to make the PCs realize the stakes are high.</p></blockquote><p></p>
[QUOTE="Sammael, post: 6981597, member: 4475"] You have [I]elements[/I] of a good campaign but what you really have is [I]too much story[/I]. As others have pointed out, the story is supposed to be the result of players' actions, not a predetermined course. What I would do: - The whole 4 gods backdrop is completely unnecessary for the start of campaign because it doesn't influence what the PCs are doing in any way. Forget about the gods until they actually become relevant to the campaign (and by that time, you may have a bunch of other, better ideas for them). - The sorceress can be a good (if unexpected) BBEG, and you can certainly keep the essence of her plot, but what you really need is (1) her personality, (2) her motivations, (3) her weaknesses, and (4) a way for the PCs to foil her plot. Oh, and most PCs won't take kindly to her abducting them via teleport so be prepared for them to start suspecting her from the very first minute of the campaign. - Avoid the deus ex machina moment (where a LITERAL hand of god appears and pulls her in) [B]like the plague[/B]. Don't involve gods directly, no matter how cool the cinematic appears, because at that point, PCs become nothing more than pawns in the game of gods and they will hate it. Instead, maybe the death knight comes out of the portal and pulls her in... and despite her treachery, her last words are a plea to the PCs? - As a new DM, avoid unkillable level-inappropriate NPCs that can TPK the party because that will result in one of the following: (1) there will be a TPK or (2) the party will kill the unkillable NPC and you will be pissed. - Avoid having an NPC save the say. The PCs are protagonists, they need to play a central role and THEY need to be the ones to save the day. Friendly NPC are there to provide support, advice, and to die tragically to make the PCs realize the stakes are high. [/QUOTE]
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