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Rusty DM Needs Your Campaign Advice!
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<blockquote data-quote="White Tornado" data-source="post: 5317347" data-attributes="member: 61447"><p>Here’s my two cents. For starters, I see a lot of interesting and inspiring stuff. This could really be a great campaign!</p><p></p><p> </p><p> Regarding the whole plot, I agree with S’mon and Hellah_Tellah – it sounds like a big railroad to me. Or at least it could turn into one. The PC’s will do unexpected things all the time. They will be both smarter and more stupid than you think. They will mess around and mess up. They will ignore big plot hooks you wave in front of their nose, and pick a fight in a tavern. The minute you flesh out an interesing bar fight, they decide to camp outside for no apparent reason. I feel you should rewrite you storyline into a dynamic set of individuals, factions, relations and motivations. If the PC’s don’t act, this and that will happen, but they have complete freedom to mess around. Make it a living world, with which the PC’s can play. Maybe you can add some more complexity – flesh out two or three other kingdoms that have complicated relations with the main kingdom. Flesh out some minor nobility with their agenda’s. Add some minor villains and rivals that travel around and do their own things. Throw in some haunted mines and ruined castles.</p><p> </p><p> Regarding part one, defeating an entire goblin horde may become boring really fast, so include lots of variety. Include monstrous mercenaries, such as trolls, orcs, ogres, hags, medusae, harpies, minotaurs, maybe a giant or two. Include animals and monstrous pets – what about some leather clad, club-wielding goblins specialized in handling rust monsters? That’ll spice things up. Include goblins, hobgoblins and bugbears with templates and class templates – I once had a goblin use <em>eyebite</em> on my feylock PC, which was a great surprise and caused a lot of questions. And of course, use lots of minions to give that “we’re hacking true a large army” feel.</p><p> </p><p> Regarding part two, “time has passed”? The PC’s will want to escape immediately! Why can’t they escape? And why can they, once the prince joins them? Give the PC’s half an hour in-game, before the prince joins them. Or throw the prince in prison first. Or let the prince just walk in and free the PC’s – does he really need to be convicted of treason? Setting the PC’s free is treason enough, isn’t it?</p><p> </p><p> Regarding part three, the PC’s will want to kill the Demon Prince immediately. D&D is a game of killing things and taking their stuff, so they will want to do that. How will you prevent that? Would it be that bad if they defeated him outright? They still have to cure the king, and clean up all the mess the Demon Prince left behind.</p></blockquote><p></p>
[QUOTE="White Tornado, post: 5317347, member: 61447"] Here’s my two cents. For starters, I see a lot of interesting and inspiring stuff. This could really be a great campaign! Regarding the whole plot, I agree with S’mon and Hellah_Tellah – it sounds like a big railroad to me. Or at least it could turn into one. The PC’s will do unexpected things all the time. They will be both smarter and more stupid than you think. They will mess around and mess up. They will ignore big plot hooks you wave in front of their nose, and pick a fight in a tavern. The minute you flesh out an interesing bar fight, they decide to camp outside for no apparent reason. I feel you should rewrite you storyline into a dynamic set of individuals, factions, relations and motivations. If the PC’s don’t act, this and that will happen, but they have complete freedom to mess around. Make it a living world, with which the PC’s can play. Maybe you can add some more complexity – flesh out two or three other kingdoms that have complicated relations with the main kingdom. Flesh out some minor nobility with their agenda’s. Add some minor villains and rivals that travel around and do their own things. Throw in some haunted mines and ruined castles. Regarding part one, defeating an entire goblin horde may become boring really fast, so include lots of variety. Include monstrous mercenaries, such as trolls, orcs, ogres, hags, medusae, harpies, minotaurs, maybe a giant or two. Include animals and monstrous pets – what about some leather clad, club-wielding goblins specialized in handling rust monsters? That’ll spice things up. Include goblins, hobgoblins and bugbears with templates and class templates – I once had a goblin use [I]eyebite[/I] on my feylock PC, which was a great surprise and caused a lot of questions. And of course, use lots of minions to give that “we’re hacking true a large army” feel. Regarding part two, “time has passed”? The PC’s will want to escape immediately! Why can’t they escape? And why can they, once the prince joins them? Give the PC’s half an hour in-game, before the prince joins them. Or throw the prince in prison first. Or let the prince just walk in and free the PC’s – does he really need to be convicted of treason? Setting the PC’s free is treason enough, isn’t it? Regarding part three, the PC’s will want to kill the Demon Prince immediately. D&D is a game of killing things and taking their stuff, so they will want to do that. How will you prevent that? Would it be that bad if they defeated him outright? They still have to cure the king, and clean up all the mess the Demon Prince left behind. [/QUOTE]
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