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Please describe your experience (players) or management (GMs) of a perfectly executed metaplot...
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<blockquote data-quote="Charlaquin" data-source="post: 7599180" data-attributes="member: 6779196"><p>Since I know none of my players visit ENworld, I can speak pretty openly of my game’s overarching plot.</p><p></p><p>So, I’m currently running Tales From The Yawning Portal. The premise I’m using to weave the dungeons together is that the PCs are all retired adventures, who have been on many adventures together over the past 30 years or so. Now, they get together at the Yawning Portal every other week to share a meal, a few drinks, and reminisce about their glory days. The dungeons we play through are flashbacks to the characters’ previous adventures together. If anyone dies, it’s assumed they got resurrected at some point, otherwise how would they be at the Yawning Portal with the others in the present (of course there was inevitably a joke about them all having died, and the Yawning Portal being purgatory, but that’s not the route I’m going). Credit where it’s due, I straight ripped this idea off someone here on the forums, I want to say iserith, but I don’t remember for sure.</p><p></p><p>Anyway, I’m trying to weave the various adventures together. In the Sunless Citadel, they found the note about the hidden redoubt at Khundrkhar which lead to Forge of Fury. I’m making Whelm one of the artifacts forged by Durgheddin and his clan, which will be conspicuously missing, to foreshadow White Plume Mountain. The Red Wizards in Dead In Thay are going to be followers of Acererak to lead into Tomb of Horrors, etc. I’m actually trying to weave Acererak’s influence throughout all the adventures in some small way, because he’s undoubtedly the campaign’s BBEG.</p><p></p><p>Anyway, once we finish Yawning Portal, all of the characters who died at any point during Yawning Portal (which I expect will be most if not all of them, given the difficulty of Tomb of Horrors) will start to feel their vitality draining away, as the Death Curse takes effect. Then we’ll run Tomb of Annihilation as the last hurrah of this band of adventurers, and the first time in the campaign that death will be permanent (and irreversible thanks to the death curse). Of course, the party will be well over-leveled for ToA by that time, but I anticipate that will help compensate for the fact that most or all of them will be losing HP via the Death Curse from the beginning, but if need be I can adjust the encounter difficulty. But I’m hoping this will bring the story full circle by making their deaths come back to haunt them and give them the opportunity to kill Acererak.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7599180, member: 6779196"] Since I know none of my players visit ENworld, I can speak pretty openly of my game’s overarching plot. So, I’m currently running Tales From The Yawning Portal. The premise I’m using to weave the dungeons together is that the PCs are all retired adventures, who have been on many adventures together over the past 30 years or so. Now, they get together at the Yawning Portal every other week to share a meal, a few drinks, and reminisce about their glory days. The dungeons we play through are flashbacks to the characters’ previous adventures together. If anyone dies, it’s assumed they got resurrected at some point, otherwise how would they be at the Yawning Portal with the others in the present (of course there was inevitably a joke about them all having died, and the Yawning Portal being purgatory, but that’s not the route I’m going). Credit where it’s due, I straight ripped this idea off someone here on the forums, I want to say iserith, but I don’t remember for sure. Anyway, I’m trying to weave the various adventures together. In the Sunless Citadel, they found the note about the hidden redoubt at Khundrkhar which lead to Forge of Fury. I’m making Whelm one of the artifacts forged by Durgheddin and his clan, which will be conspicuously missing, to foreshadow White Plume Mountain. The Red Wizards in Dead In Thay are going to be followers of Acererak to lead into Tomb of Horrors, etc. I’m actually trying to weave Acererak’s influence throughout all the adventures in some small way, because he’s undoubtedly the campaign’s BBEG. Anyway, once we finish Yawning Portal, all of the characters who died at any point during Yawning Portal (which I expect will be most if not all of them, given the difficulty of Tomb of Horrors) will start to feel their vitality draining away, as the Death Curse takes effect. Then we’ll run Tomb of Annihilation as the last hurrah of this band of adventurers, and the first time in the campaign that death will be permanent (and irreversible thanks to the death curse). Of course, the party will be well over-leveled for ToA by that time, but I anticipate that will help compensate for the fact that most or all of them will be losing HP via the Death Curse from the beginning, but if need be I can adjust the encounter difficulty. But I’m hoping this will bring the story full circle by making their deaths come back to haunt them and give them the opportunity to kill Acererak. [/QUOTE]
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Please describe your experience (players) or management (GMs) of a perfectly executed metaplot...
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