Hi everyone!
firstly, this includes spoilers for the campaign im planning on running so Sammy or any others who will be playing with me DONT READ FURTHER
Now then!
So im trying to do some prep for the campaign we are going to start and im also trying to make sure i dont start railroading my players. Still i want to try and give them some sort of reason to be adventuring together other than "we were all in a bar at the same time and some guy came up to us...." etc. the DMGII/PHBII talked alot about adventuring groups and i figured it could be the basis for much more interesting player interaction and a closer bonded group.
Anyway heres my idea, im pretty new at this so all comments are more than welcome!
I have a large LG "jedi" type group in my world (High magic Fantasy), who have an army of mindblades (soulknives) who are their main force in the world. They are the Ta'a'lai
The continent the players are starting on is divided up into alot of small kingdoms and city states, many of which are ruled by Sorceror kings/warlords who decided to become rulers (and many of which consumed by greed became evil), and took over after together helping to win a globe spanning war over a thousand years ago. (thew warlords are now hereditary kingdoms mostly and the sorc kings maintain their lives through magic)
The players are probably going to start in one of the few LG kingdoms, (their background's stating how they got there). There is a secret brotherhood of normal adventurers and people who serve as helpers to the Ta'a'lai in whatever way they can. They undermine the LE city states and help the Ta'a'lai whenever they can, in the hope that one day they can free all those areas of the continent which are held in thrralldom by the few powerful and evil warlords/sorc kings.
before the campaign, one particular sorc king somehow finds the hidden stronghold of this group, and raids their guildhouse (possibly using a traitor who could reappear in the game). all are killed but two. Even so, known to the sorc kings men and so his cronies go after them. on the run they both run in different directions to try and save their brotherhood and alert the Ta'a'lai.
One stumbles to a nearby oracle, who sees where this path will lead unless she takes a hand. She enters the dreams of the players (as the start of the game) and so each has a dream convincing them to go to X tavern and wear X sign (an arm band or symbol or something) at a proper time. They also see each other in this dream (there is a dreamworld like Tel'aran'riod from wheel of time in my world). She also sends a dream of hope to the other survivor telling him to also go there. the first is hidden by the oracle, so that when the players come he can initiate them into the brotherhood (if they choose to join). Even though he was but a low ranking member of the order, he is now the guildmaster and takes upon himself the burden of rebuilding it even though he cannot leave hiding, for fear of the sorc kings assassins.
Hunted, the second makes it to the tavern and sees a bunch of strangers wearing the right sign. He grabs them, tells them a tiny bit, hands them something important and tells them to go to city X and begs them to take up the mantle of his brotherhood. Shortly after he is killed (maybe players have to run from the scene) and so they are left in a kinda "huh? what the hell is going on" kinda scenario. ie. "If you would take this upon yourselfs, go to Toron Heights and seek out the Purple Eye. She will help you upon the path to serve the Ta'a'lai."
From here they have a choice, they can head towards that city and after whatever happens in between maybe find out about this brotherhood and become the nucleus for a "new brotherhood" (which will allow them to rebuild the brotherhoods contacts in many cities etc), or just forget about it and leave it in the background as other things happen in the game.
If they do follow this path they will find the oracle who will tell them whats going on, then be directed to the hiding place of the last of the brotherhood, where they can be initiated as a nucleus of the new brotherhood.
Anyway im not really sure how to kick things off so this sounds like a good idea which gives them somewhere to start (go to X place and seek out X) while leaving them room to choose thier own path. At the same time if they dont want to become a CG group who "do good" they can skip out (even if they go to the place, find the oracle and say "bugger this im in it for the gold".
anyway thats my idea for starting off my campaign. I dont think its railroading too much but then again i need a more experienced player/dm to tell me what they think
do yu guys think its too much/too little/enough direction to start off the campaign? Im a new DM and i have mostly new players. Im going to make the first few adventures work out of modules to get a feel then start playing around myself 
thanks guys cant wait to hear what you think! (any suggestions would be great, btw the DMGII is awesome!)
M
firstly, this includes spoilers for the campaign im planning on running so Sammy or any others who will be playing with me DONT READ FURTHER

Now then!

So im trying to do some prep for the campaign we are going to start and im also trying to make sure i dont start railroading my players. Still i want to try and give them some sort of reason to be adventuring together other than "we were all in a bar at the same time and some guy came up to us...." etc. the DMGII/PHBII talked alot about adventuring groups and i figured it could be the basis for much more interesting player interaction and a closer bonded group.
Anyway heres my idea, im pretty new at this so all comments are more than welcome!
I have a large LG "jedi" type group in my world (High magic Fantasy), who have an army of mindblades (soulknives) who are their main force in the world. They are the Ta'a'lai
The continent the players are starting on is divided up into alot of small kingdoms and city states, many of which are ruled by Sorceror kings/warlords who decided to become rulers (and many of which consumed by greed became evil), and took over after together helping to win a globe spanning war over a thousand years ago. (thew warlords are now hereditary kingdoms mostly and the sorc kings maintain their lives through magic)
The players are probably going to start in one of the few LG kingdoms, (their background's stating how they got there). There is a secret brotherhood of normal adventurers and people who serve as helpers to the Ta'a'lai in whatever way they can. They undermine the LE city states and help the Ta'a'lai whenever they can, in the hope that one day they can free all those areas of the continent which are held in thrralldom by the few powerful and evil warlords/sorc kings.
before the campaign, one particular sorc king somehow finds the hidden stronghold of this group, and raids their guildhouse (possibly using a traitor who could reappear in the game). all are killed but two. Even so, known to the sorc kings men and so his cronies go after them. on the run they both run in different directions to try and save their brotherhood and alert the Ta'a'lai.
One stumbles to a nearby oracle, who sees where this path will lead unless she takes a hand. She enters the dreams of the players (as the start of the game) and so each has a dream convincing them to go to X tavern and wear X sign (an arm band or symbol or something) at a proper time. They also see each other in this dream (there is a dreamworld like Tel'aran'riod from wheel of time in my world). She also sends a dream of hope to the other survivor telling him to also go there. the first is hidden by the oracle, so that when the players come he can initiate them into the brotherhood (if they choose to join). Even though he was but a low ranking member of the order, he is now the guildmaster and takes upon himself the burden of rebuilding it even though he cannot leave hiding, for fear of the sorc kings assassins.
Hunted, the second makes it to the tavern and sees a bunch of strangers wearing the right sign. He grabs them, tells them a tiny bit, hands them something important and tells them to go to city X and begs them to take up the mantle of his brotherhood. Shortly after he is killed (maybe players have to run from the scene) and so they are left in a kinda "huh? what the hell is going on" kinda scenario. ie. "If you would take this upon yourselfs, go to Toron Heights and seek out the Purple Eye. She will help you upon the path to serve the Ta'a'lai."
From here they have a choice, they can head towards that city and after whatever happens in between maybe find out about this brotherhood and become the nucleus for a "new brotherhood" (which will allow them to rebuild the brotherhoods contacts in many cities etc), or just forget about it and leave it in the background as other things happen in the game.
If they do follow this path they will find the oracle who will tell them whats going on, then be directed to the hiding place of the last of the brotherhood, where they can be initiated as a nucleus of the new brotherhood.
Anyway im not really sure how to kick things off so this sounds like a good idea which gives them somewhere to start (go to X place and seek out X) while leaving them room to choose thier own path. At the same time if they dont want to become a CG group who "do good" they can skip out (even if they go to the place, find the oracle and say "bugger this im in it for the gold".
anyway thats my idea for starting off my campaign. I dont think its railroading too much but then again i need a more experienced player/dm to tell me what they think


thanks guys cant wait to hear what you think! (any suggestions would be great, btw the DMGII is awesome!)
M
Last edited: