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PCs start out dead...but what now?
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<blockquote data-quote="RaZZer99" data-source="post: 1184128" data-attributes="member: 2009"><p>I’ve started a new campaign in my homebrew world and I need help fleshing out the starting idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> as I am rather stumped. Currently there are seven PCs, and they come from varying places all over the world and do not know each other. They’ve been instructed to make their characters and respective backgrounds, but with a catch. At the end of their personal history, their character is to have died in some fashion. So the campaign starts with each of the PC scattered about the world having died (tragically of course!) already. But of course they won’t be dead in order to actually play <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=":)" /> Instead they will be “brought together and resurrected” for some purpose...and this is pretty much where the idea putters out. I have been raking my brain to come up with something, but usually when you force yourself to think of things, you just can’t. Inspiration comes when you least expect it. What I am basically searching for is a how and why have the characters been resurrected which can be an ongoing theme in the campaign. In metagame terms, it needs to be a background plot that can be revisited now and then between other traditional adventures. I have thought of giving them a “Hi! I’m a god. You’ve been resurrected for this quest I need done, so hop to it!” but I don’t want it to be that blunt and directive. They should be able to find their own adventures and quest too. It also needs to be able to accommodate change in the party make up should a player quit and a new one joins the game. If I say something like “You guys are super duper special! You are all the sacred seven foretold in the prophecy!” but then if I loose original players and gain new ones, it kinda puts a kink in that. So does anyone have some friendly advice or ideas? <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=":)" /> Has anyone played a campaign similar to this and if so...details? <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="RaZZer99, post: 1184128, member: 2009"] I’ve started a new campaign in my homebrew world and I need help fleshing out the starting idea :( as I am rather stumped. Currently there are seven PCs, and they come from varying places all over the world and do not know each other. They’ve been instructed to make their characters and respective backgrounds, but with a catch. At the end of their personal history, their character is to have died in some fashion. So the campaign starts with each of the PC scattered about the world having died (tragically of course!) already. But of course they won’t be dead in order to actually play :) Instead they will be “brought together and resurrected” for some purpose...and this is pretty much where the idea putters out. I have been raking my brain to come up with something, but usually when you force yourself to think of things, you just can’t. Inspiration comes when you least expect it. What I am basically searching for is a how and why have the characters been resurrected which can be an ongoing theme in the campaign. In metagame terms, it needs to be a background plot that can be revisited now and then between other traditional adventures. I have thought of giving them a “Hi! I’m a god. You’ve been resurrected for this quest I need done, so hop to it!” but I don’t want it to be that blunt and directive. They should be able to find their own adventures and quest too. It also needs to be able to accommodate change in the party make up should a player quit and a new one joins the game. If I say something like “You guys are super duper special! You are all the sacred seven foretold in the prophecy!” but then if I loose original players and gain new ones, it kinda puts a kink in that. So does anyone have some friendly advice or ideas? :) Has anyone played a campaign similar to this and if so...details? :) [/QUOTE]
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