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What's the most amazing start to a new campaign you've ever done?
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<blockquote data-quote="Engilbrand" data-source="post: 3878736" data-attributes="member: 44184"><p>I had an idea for a "dream" campaign, though the dreams are "true":</p><p></p><p>1. The players make some high level characters. They don't need to stat out everything, but they should have an idea of what truly sets their high level character apart from everything. It might be a special sword and a wound for the Fighter. Maybe they witness the Sorceror change into a dragon. Whatever. Basically, there's a major scene. A horde of demons is charging on their position. Unfortunately, they don't have anyone with them as back-up. The key is that the high level PCs are great friends. Also, give them a date or astrological event.</p><p>2. Suddenly, they're awake. They're low-level. All that they know is that the dream was true. It will happen. But who were those other people? All that they have are some names or clues. It's time to find the other heroes. They then start to go on quests to try to do something to change the future. They might actively seek out demon cults. Maybe they're doing quests for Kingdoms so that they have future allies for that fight.</p><p>3. Along the way, they pick up some of the things they saw on their future selves. The Fighter gets a scar wrestling a bear. The Sorceror realizes that he has draconic heritage. Whatever it might be. The more they put into their future selves, the more you can shape the normal game.</p><p>4. After they accomplish a major point, they dream again. This time, a few things are different. Demons may have become Zombies and Skeletons. Maybe there's an army on the PC's side. To really mess with them, maybe one of the characters is dead and has been replaced with a different character. When they wake up, one PC doesn't have a memory of the dream. If they explain what happened, he might become paranoid. Maybe he views it as destiny. If the PCs do something really bad, though, they might be facing a legion of good characters with demons on the PC side. The date or astrological event is always the same. They have a time frame. They need to find out when the most important moment of their lives is going to happen.</p><p>5. Other than just the time, it might be good to have the players write down a few major events. Don't tell them what it's for. "King George was assassinated." "A volcano erupted and destroyed a city." "Magic goes wonky for a day." When they're in the future, they drop references to these events. As the normal game progresses, they hear about these things happening. It will make it all a bit more realistic and really drive the point home for the characters.</p><p></p><p></p><p>The initial session, though, would have to be full of major actions. The battlefield should shake with the sheer amount of power being unleashed by the heroes and their enemies. The Paladin snapping the Balor's neck while Rogue plunges his sword through a dragon's eye should give them an idea of just how powerful they really are. When it ends with, "You awake and your heart is racing. You're in your room with a smell of stew coming through the door. You're a bit confused, but one thing is certain: You have seen future. You know what must be done. But... who were those other people?" I can guarantee that I'd be looking forward to that next session.</p><p></p><p>It just jumped into my mind at some point and seemed like it would be really cool. It gives them a reason to travel together. It also gives them a time frame. They have a lot of power to gain and a certain time frame in which to do it. It almost writes its own RP. "What do you mean you won't join us? Demons are going to overrun a battlefield some day. What? No, I don't know exacly when and where. Yet. You'll think about it if we do something for you!? Damn. Ok." Some people will think they're crazy. Cults might try to stop them if they talk about it. I think I'll try something like this for my first 4E game.</p></blockquote><p></p>
[QUOTE="Engilbrand, post: 3878736, member: 44184"] I had an idea for a "dream" campaign, though the dreams are "true": 1. The players make some high level characters. They don't need to stat out everything, but they should have an idea of what truly sets their high level character apart from everything. It might be a special sword and a wound for the Fighter. Maybe they witness the Sorceror change into a dragon. Whatever. Basically, there's a major scene. A horde of demons is charging on their position. Unfortunately, they don't have anyone with them as back-up. The key is that the high level PCs are great friends. Also, give them a date or astrological event. 2. Suddenly, they're awake. They're low-level. All that they know is that the dream was true. It will happen. But who were those other people? All that they have are some names or clues. It's time to find the other heroes. They then start to go on quests to try to do something to change the future. They might actively seek out demon cults. Maybe they're doing quests for Kingdoms so that they have future allies for that fight. 3. Along the way, they pick up some of the things they saw on their future selves. The Fighter gets a scar wrestling a bear. The Sorceror realizes that he has draconic heritage. Whatever it might be. The more they put into their future selves, the more you can shape the normal game. 4. After they accomplish a major point, they dream again. This time, a few things are different. Demons may have become Zombies and Skeletons. Maybe there's an army on the PC's side. To really mess with them, maybe one of the characters is dead and has been replaced with a different character. When they wake up, one PC doesn't have a memory of the dream. If they explain what happened, he might become paranoid. Maybe he views it as destiny. If the PCs do something really bad, though, they might be facing a legion of good characters with demons on the PC side. The date or astrological event is always the same. They have a time frame. They need to find out when the most important moment of their lives is going to happen. 5. Other than just the time, it might be good to have the players write down a few major events. Don't tell them what it's for. "King George was assassinated." "A volcano erupted and destroyed a city." "Magic goes wonky for a day." When they're in the future, they drop references to these events. As the normal game progresses, they hear about these things happening. It will make it all a bit more realistic and really drive the point home for the characters. The initial session, though, would have to be full of major actions. The battlefield should shake with the sheer amount of power being unleashed by the heroes and their enemies. The Paladin snapping the Balor's neck while Rogue plunges his sword through a dragon's eye should give them an idea of just how powerful they really are. When it ends with, "You awake and your heart is racing. You're in your room with a smell of stew coming through the door. You're a bit confused, but one thing is certain: You have seen future. You know what must be done. But... who were those other people?" I can guarantee that I'd be looking forward to that next session. It just jumped into my mind at some point and seemed like it would be really cool. It gives them a reason to travel together. It also gives them a time frame. They have a lot of power to gain and a certain time frame in which to do it. It almost writes its own RP. "What do you mean you won't join us? Demons are going to overrun a battlefield some day. What? No, I don't know exacly when and where. Yet. You'll think about it if we do something for you!? Damn. Ok." Some people will think they're crazy. Cults might try to stop them if they talk about it. I think I'll try something like this for my first 4E game. [/QUOTE]
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