Asmor
First Post
I'm working on some stuff for my campaign in the very near future... And one important detail has a glaring plot hole that I need plugged up. Not sure if it'll come up next session or not, but it will come up soon! But, before I get into that...
MY PLAYERS STAY OUT!
...
Ok, so here's the gist of it: Basically the characters are going to be tasked with building an army to fight a powerful foe which few people known about, fewer believe in, and fewer still aren't under its control. The PCs need to assemble an army of powerful allies who are willing and able to fight this enemy.
Here's where the plot hole comes in... I'm going to give them an item of some sort that creates a portal to a demiplane where time goes by faster than the material plane. Basically, they send their recruits to that plane to train (and collect them). The plane has an entity called The Caretaker, a ball of energy which serves as an advisor and which provides for the needs of its inhabitants.
Now, I need to find a reason to prevent the players from staying there to train themselves, but it's got to keep in mind the following things:
1: The recruits should be expected to stay there, instead of, say some of the more powerful ones travelling with the PCs. This prevents something like "You can't stay in the plane for more than X days."
2: Allow the players to enter the plane on occasion to bring new people, and to mingle/seek advice/etc. Hell, I'm not even opposed to them going there to train, but ideally they shouldn't be able to go there just because they want to rest for 8 hours between every fight.
Posting this has helped me reason it out a bit, and now I'm thinking one possibility would be to explain that once someone leaves the plane, they can't return for a couple days.
However, I'm still not totally satisfied with that... In particular, I'd like to keep open the option of pulling out specific recruits on occasion to handle particular situations. For example, if they needed someone who speaks Undercommon, they could pull out their dark-skinned-dual-scimitar-wielding-elf-ranger-who's-not-Drizzt. But then they need to say "Ok, good job, now back in the hole ya go!"
So... Any ideas you have would be very helpful!
MY PLAYERS STAY OUT!
...
Ok, so here's the gist of it: Basically the characters are going to be tasked with building an army to fight a powerful foe which few people known about, fewer believe in, and fewer still aren't under its control. The PCs need to assemble an army of powerful allies who are willing and able to fight this enemy.
Here's where the plot hole comes in... I'm going to give them an item of some sort that creates a portal to a demiplane where time goes by faster than the material plane. Basically, they send their recruits to that plane to train (and collect them). The plane has an entity called The Caretaker, a ball of energy which serves as an advisor and which provides for the needs of its inhabitants.
Now, I need to find a reason to prevent the players from staying there to train themselves, but it's got to keep in mind the following things:
1: The recruits should be expected to stay there, instead of, say some of the more powerful ones travelling with the PCs. This prevents something like "You can't stay in the plane for more than X days."
2: Allow the players to enter the plane on occasion to bring new people, and to mingle/seek advice/etc. Hell, I'm not even opposed to them going there to train, but ideally they shouldn't be able to go there just because they want to rest for 8 hours between every fight.
Posting this has helped me reason it out a bit, and now I'm thinking one possibility would be to explain that once someone leaves the plane, they can't return for a couple days.
However, I'm still not totally satisfied with that... In particular, I'd like to keep open the option of pulling out specific recruits on occasion to handle particular situations. For example, if they needed someone who speaks Undercommon, they could pull out their dark-skinned-dual-scimitar-wielding-elf-ranger-who's-not-Drizzt. But then they need to say "Ok, good job, now back in the hole ya go!"
So... Any ideas you have would be very helpful!