The Beginning of My Next Campaign

I'm A Banana

Potassium-Rich
I'm a little proud of it, so here it is from the Player's hand out:

Unchained Campaign said:
You have been condemned to Hell for crimes of exceeding viciousness. You were tried by angels, and executed. You were dragged away by devils, thrown into the pit and cosigned to a future of eternal, unrelenting misery. You were Damned.

For 10 years, you were kept in a cell, awaiting your judgment by Minos. There was no rush. You weren’t going anywhere. Broken, bound, held immobile in the cold, iron grip of the bars and chains of your cell, your will was as weak as your soul-shell of a body. Remembering your trial, your accused crime, your predicted punishment, you thought about your past, your future, but you had no present.

The doors open. Light defines the darkness, but does not dispel it. Your chains feel lighter. Your will feels stronger, and suddenly, in a shimmering glow, you are free. Your chains fall to the ground. The door of your cell swings open. Outside, freedom awaits for those bold enough to choose it. Vengeance. Redemption. One last hurrah. You choose Freedom, leaving the cell behind.

Roll Initiative.
 

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Nice. That reminded me of the start of a short-term, planar campaign I ran where the PCs were all powerful evil creatures. This was the opening:

These are the Planes of Existence. This is where the gods live and the mightiest forces of creation stand in opposition to each other. This is where the greatest heroes of the multiverse dwell. Here are found paladins who will face any danger for their cause, wizards whose spells rework the fabric of reality, angels who embody the purest forms of goodness. And you are those who kill them.

Roll initiative.
 

That's superb.

One suggestion: instead of telling them, ask them. "Do you choose freedom?" That'll make the beginning that much stronger, because it starts with a definitive player choice.

Either way, I like it.
 


One suggestion: instead of telling them, ask them. "Do you choose freedom?" That'll make the beginning that much stronger, because it starts with a definitive player choice.

Either way, I like it.

I do agree, it's stronger with a definitive player choice.

Though I need them to have a motive. "You choose freedom" is my "You all want to go on this adventure." :)

Instead, I think the big choice will be:

"Are you innocent of the sins for which you have been punished?"

And there's always the:

"Why do you choose freedom? What do you hope to do when you get out, with the forces of Heaven arrayed against you?"

And then the central mystery of the campaign:

"What let us out? And why?"
 

Check It Out

This pdf file contains the beginning players' handouts.

HERE IT IS!

I'm also thinking about how I'm going to use the concept of Vice and Virtue mechanically....not sure on the idea yet...
 
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