Trouble With Worldbuilding and Adventure Writing

I like this concept, and it could serve as a nice backdrop, but I have no idea how to capitalize on it and start an adventure with any of this.

The only thing I've come up with is a bare bones outline where the players are enrolled into one of these lord's academies (through various methods such as kidnapping, conscription, or family favors with these sorcerers and the like), meet each other through the classes, get some background set up, and flash forward to them having to take a practical test (I.E go on their first adventure) before they can officially go out as agents in service to their lord. This takes them to a town where yada yada yada happens and the players can do their thing and let it grow naturally with a few plot hooks.
Hopefully without being too harsh, my feeling is that your scenario outline is weaker than your background.

One the one hand it seems too tightly connected to the background: you have the PCs forcibly enrolled as agents of lords who get sent on a test-mission.

On the other hand the actual action seems a bit arbitrary and McGuffin-like (This takes them to a town where yada yada yada). I don't get a sense that the events in the town are meaningful reflective of the background or the PCs' connections to it.

There have been some good posts in this thread about looking for the conflicts, finding out from your players how they are interested in hooking into those conflicts, etc. I would suggest that you think about loosening the hold of the background on the PCs (eg maybe some are hostile to the lords, hate magic, are the scions of the families who have missed out on their inheritance due to their elders being resurrected, etc) while thinking about how to make the action more intimately connected to those PC-background relationships (eg the PCs tackle an enemy of theirs rather than someone who is their enemy only because a lord has told them to go on a mission; the PCs protect their village against magical interlopers; the PCs need to undo the resurrection of someone who is in their way; etc).
 

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@Allistar1801 I think you've got a great backdrop for a good campaign -- don't be too hard on yourself. From what I can tell, you have a general idea for a world, but what you're missing is the premise of what the adventures are going to be. Robin Laws likes to frame premises as "The characters are ABC doing JKL in XYZ". You've got a bit of the premise, since you said the characters are new recruits in wizard nobility schools, but you don't seem to have really decided about what else they're doing.

I generally start by figuring out what kind of movie/book I want to watch/read in this world, because that's easy to picture in my mind:
  • War story: they're idealist graduates of the Battle Magic University (who forms future military commanders), who, after their first field assignment, witness the actual horrors of war wizardry, and the cost of fighting for their nation, as they follow orders and push into enemy territory.
  • Spy story: they're patriotic graduates of the Scrying School (who teaches you the art of intelligence gathering and magical tradecraft)... during their first simple mission tracking emissaries/traders visiting the capital, they step into a conspiracy that threatens the very source of magic that powers their nation.
  • Teenage/"Harry Potter" story: don't fast forward! Have them go through one adventure per year in Wizard School, where foreign and domestic interests try to influence the next generation of nobles, but also where the school dance can feature a fireball version of Carrie.
  • Heist story: the characters are really agents of the old nobility, or the clergy, and they have infiltrated the ranks of wizards in order to steal or damage something (maybe the thing that makes resurrection possible) in order to restore power to these old factions. After accomplishing this, surprise twist, this opens up a hell hole or whatever and things go to naughty word.
  • Political story: the characters are newly titled Sorcerer Lords who are aiming to ascend in the ranks (up to Sorcerer Barons, Sorcerer Viscounts, etc.). But right now they're assigned as Lords of some small backward village and they need to navigate the politics of all the surrounding lands and the dangerous games played in their overseeing Sorcerer Marquis' court.
  • Detective story: just like previously, but Sorcerer Lords are actually a mix of mayor/sheriff/doctor for that local village, and you have to not only deal with all the local farmers' and artisans' naughty word, you also have to investigate murders, repel neighbour invasions, and track the source of monster attacks.
...and so on. Pick a movie or character and think about what would happen if it was happening in your world.
 

I'm thinking you have a wonderful background to drop characters into and see what happens. Arrange things to be happening around when you start, and maybe have other things happen shortly afterward. Manufacture an instigating event to turn the individual characters into a party, and you're at least well on your way to golden. You can steal frameworks as @Tyler Do'Urden suggests above or not, as you prefer.
 



@Allistar1801: @lordabdul writes a good post for getting yourself into the framework for creating an adventure, and I want to combine his good advice with what I said to bring that first step into a more concrete place.

War story: they're idealist graduates of the Battle Magic University (who forms future military commanders), who, after their first field assignment, witness the actual horrors of war wizardry, and the cost of fighting for their nation, as they follow orders and push into enemy territory.

Ok, fine, that is a good goal. But it won't get you very far in turning that goal into an adventure beyond giving you a framework for deciding what sort of antagonist you want to create. The next step here to concretely write down who the antagonists are, what they want, and how they plan to get it. Remember, each adventure is about how the Heroes respond to the challenge presented by the antagonist. So in this case, if you are doing a "War Story" you need to decide who the Battle Magic University is going to war with, why that foe is threatening, what that foe wants, and what that foe is doing to go about this.

As a the most simple and stereotypical framework, the BMU might be going to war with the evil Kingdom of Darkgloom, the ancient enemy of the Battle Magic University, which is determined to subdue the peaceful people of Haven. And the enemy is attacking with a large army across a broad front, in an effort to directly overwhelm Haven's defenses, pushing specifically toward the nearest cities to the border within intent to besiege and conquer them. Your new recruits are charged with defending a small village, or a road, or a bridge, as part of the cohesive defenses of Haven against this attack. The enemy, the evil Captain Snarlyface, has certain resources he will throw against the PC's in an attempt to overcome the defenses they set up. So there might be an initial probing attack by Captain Snarlyface's scouts, followed by an attack by some of his cavalry, and so forth. To succeed, the PC's need to organize local resistance and develop a systematic defense in depth of whatever they have been charged to protect. Congratulations, you just wrote an adventure. If that adventure is successful, then you can invent a new scenario based on what happened in the first one. If it wasn't something everyone enjoyed, then you can pivot to a different idea and assume that whatever challenges were presented were resolved off screen by NPCs, and move on to an aesthetic of play that your players enjoy more.

And of course, if your players are jaded and sophisticated and such stereotypes are old hat to them, then you can always throw in twists like, it turns out they are working for the bad guys and they have to decide where their loyalties lie, or the orders they've been given are absurd, and they have to decide to violate the letter of their orders in order to achieve the thing they actually want, or whatever.

Spy story: they're patriotic graduates of the Scrying School (who teaches you the art of intelligence gathering and magical tradecraft)... during their first simple mission tracking emissaries/traders visiting the capital, they step into a conspiracy that threatens the very source of magic that powers their nation.

Which again, is a perfectly fine starting point, but this idea will go no where unless you decide who the antagonist is, what that antagonist wants, and and what the antagonist has done and will do in order to achieve this objective. In other words, you need to know what that conspiracy actually is.

So here, this being a spy story, the more twists you put into it probably the better. The twists are actually the thing you are going for here, because a good spy story usually works around shifting perspectives about what is going on. At the very least, it ought to take some time to reveal that the actual purpose is to attack the very source of magic that powers their nation, but there also might be surprise allies. For example, one of the emissaries is actually a double agent working for an allied power, but that agent is hesitant to reveal themselves to the PCs, because they know that the PC's boss is a double agent working for the bad guys and the reason they have been assigned to this case is precisely because they are inexperienced and presumably inept agents who will be unable to unravel the mystery in time. Perhaps that double agent assumes the PC's are actually subverted double agents as well. Bang, now you have the basics of an adventure.

When I'm setting up a campaign, one of the first things I do is list all the factions I can think of that are in the immediate vicinity of the starting point, and then come up with the plot each of them is undertaking at the moment to achieve their goal. This can include the BBEG whom I'm expecting to drive most of the action of the campaign, but it also will give me a wealth of side plots and quests that the PC's can partake in while the main plot is unfolding, as well as give me some idea as to what interactions with NPCs by the PCs is going to be like.
 

When I'm setting up a campaign, one of the first things I do is list all the factions I can think of that are in the immediate vicinity of the starting point
All good stuff! But yes, that, specifically, too. Once I know if I'm going with war times or spy thriller or Harry Potter school stuff, I fill up the world with appropriate factions and NPCs and locales and agendas... and then I pick a faction for the PCs to belong to, which then determines more or less who they're up against.

Other times I just have a starting scene in my head, and I grow from there. The PCs are standing where a violent battle took place, as assistants to the High Sorcerer General. Dozens of Fire Magic Battle Wizards lay dead on the ground, cut in pieces... the General turns to the surviving Battalion Leader... "Their magic was supposed to be negated, we picked this place because it's under one of our ley lines, and the moon is in our favour... what the naughty word happened?". The Battalion Leader is shaking, but she replies "I... don't know sir. They didn't use any magic that I know of. They were wearing some unknown full body metallic armour, covering even their heads and hands. They seemed unphazed by our fire magic, the flames licking at them but causing no harm... they kept advancing. And then they used some mechanical swords that cut our wizards to pieces in seconds... I've... never seen such horror, sir". The General turns and tells the PCs: "well, naughty word. Kid, go get me the Grand Inquisitor on the Vision Sphere... he better naughty word know what's up."
 


@Allistar1801

I’ve been thinking about your sorcerous usurpers and subjugated wizards because something was nagging me, especially after @ninjayeti posted this:

If wizardry is heavily regulated....what happens to wizards who feel the rules are unreasonable and refuse to obey them? Maybe the PCs need to investigate and shut down outlaw wizard orders.

Wizards would seem to be the natural oppositional force to the sorcerers, head to head...if not being their rivals or allies with the same plan. So how did the sorcerers alone become ascendant? Then it hit me: they attacked wizards in their weak spot, a weak spot I fiddled with in a post-apocalyptic campaign- their dependence on magical writings. In my campaign, ALL forms of written text were largely destroyed in the apocalyptic events before the campaign started. That made wizards relatively rare, and also affected spell availability.

That won’t work for you; it doesn’t fit. But what would?
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The sorcerous usurpers could have trained a force of people equipped with magic fire wands, rods or staves to destroy any writings deemed magical.


Those wizards in the emplot of the crown would have theright to keep tomes and scrolls legally- their contents and amounts would be strictly regulated, of course.

But paralleling the events of the novel, would-be “Rebel” wizards (and their allies) would find ways of concealing their precious tones and scrolls, with some becoming “Living Tomes”- covering their bodies with tattoos of the arcane texts.

 
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The PCs are standing where a violent battle took place, as assistants to the High Sorcerer General. Dozens of Fire Magic Battle Wizards lay dead on the ground, cut in pieces... the General turns to the surviving Battalion Leader... "Their magic was supposed to be negated, we picked this place because it's under one of our ley lines, and the moon is in our favour... what the eff happened?". The Battalion Leader is shaking, but she replies "I... don't know sir. They didn't use any magic that I know of. They were wearing some unknown full body metallic armour, covering even their heads and hands. They seemed unphazed by our fire magic, the flames licking at them but causing no harm... they kept advancing. And then they used some mechanical swords that cut our wizards to pieces in seconds... I've... never seen such horror, sir". The General turns and tells the PCs: "well, crud. Kid, go get me the Grand Inquisitor on the Vision Sphere... he better ploughing know what's up."

Did you just have wizards fight space marines?
 

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