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, OSR, & D&D Variants
*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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Please help, ideas and suggestions for Age of Worms Campaign.
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="Renfield" data-source="post: 3276397" data-attributes="member: 13493"><p>I'm presently running an Age of Worms campaign, and while my group has been enjoying themselves they are getting tired and a bit annoyed with the modules and the linearity therein. (Apologies if Linearity isn't a word. In my little world it now is!) We've had a good time but a TPK here and a couple near TPK's there and we have no one from the original party left. The modules are starting to get more annoying than enjoyable though the story and concept are quite fun. The campaign is set in Eberron for our group and I'm looking to change things up a bit. Make them a little more interesting. </p><p></p><p>A few ideas my PC's have come up with:</p><p></p><p>In the last game the PC's were wiped out by their mindflayer opponent but rather than have the campaign die we needed to find a way for it to continue. So, the noblewoman they had rescued earlier was apparently pretty well connected, and surprisingly well informed and when she tried looking in on her benefactors magically she learned they were in dire straights and possibly dead. She hired a group of adventurers (the PC's with their new characters) to seek out the adventurers that quite possibly saved her life and her familie's good name. She intends on funding their resurrection. </p><p></p><p>This time when the PC's entered, with the aid of various divination magics they knew what to expect. Or at least enough for the fight to go their way rather than against. It was still challenging (the recovery adventure happened one week after the parties demise) but the PC's prevailed. Now some have the opportunity to continue on as their old PC's or play these new ones out. Instead of that I am considering having the players actually play two seperate adventuring group both striving to combat the age of worms assisting one another indirectly. So far I'm just toying with this idea but I think it has potential. One group might investigate one module while another works on a seperate plot I fabricate elsewhere, perhaps the Vampire King is a thrall of Kyuss and is striving to prepare the political world for the coming of their new God, an NPC finds something that eventually leads one group to begin looking into this. This might also option a sort of switching off between the groups (Group A works in one module while group B fights in the custom path and after meeting up they compair leads and soon group B is working on one of the modules while group A covers a custom area). Just one idea.</p><p></p><p>Any other ideas or suggestions of giving the campaign a bit of a twist without completely abandoning the modules?</p><p></p><p>DoR</p></blockquote><p></p>
[QUOTE="Renfield, post: 3276397, member: 13493"] I'm presently running an Age of Worms campaign, and while my group has been enjoying themselves they are getting tired and a bit annoyed with the modules and the linearity therein. (Apologies if Linearity isn't a word. In my little world it now is!) We've had a good time but a TPK here and a couple near TPK's there and we have no one from the original party left. The modules are starting to get more annoying than enjoyable though the story and concept are quite fun. The campaign is set in Eberron for our group and I'm looking to change things up a bit. Make them a little more interesting. A few ideas my PC's have come up with: In the last game the PC's were wiped out by their mindflayer opponent but rather than have the campaign die we needed to find a way for it to continue. So, the noblewoman they had rescued earlier was apparently pretty well connected, and surprisingly well informed and when she tried looking in on her benefactors magically she learned they were in dire straights and possibly dead. She hired a group of adventurers (the PC's with their new characters) to seek out the adventurers that quite possibly saved her life and her familie's good name. She intends on funding their resurrection. This time when the PC's entered, with the aid of various divination magics they knew what to expect. Or at least enough for the fight to go their way rather than against. It was still challenging (the recovery adventure happened one week after the parties demise) but the PC's prevailed. Now some have the opportunity to continue on as their old PC's or play these new ones out. Instead of that I am considering having the players actually play two seperate adventuring group both striving to combat the age of worms assisting one another indirectly. So far I'm just toying with this idea but I think it has potential. One group might investigate one module while another works on a seperate plot I fabricate elsewhere, perhaps the Vampire King is a thrall of Kyuss and is striving to prepare the political world for the coming of their new God, an NPC finds something that eventually leads one group to begin looking into this. This might also option a sort of switching off between the groups (Group A works in one module while group B fights in the custom path and after meeting up they compair leads and soon group B is working on one of the modules while group A covers a custom area). Just one idea. Any other ideas or suggestions of giving the campaign a bit of a twist without completely abandoning the modules? DoR [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Please help, ideas and suggestions for Age of Worms Campaign.
Top