EricNoah
Adventurer
I am running a homebrewed campaign that is highly plagiarized and intended to be a fuzzy, not-too-developed backdrop to some standard D&D adventuring.
However, the more I tinker with the setting's details, the more it distracts my players from the adventures!
I made a few (what I thought were) flavor-based changes to some of the D&D assumptions (chiefly there is a large, powerful politically-oriented church, so there isn't the normal D&D freedom to simply pick a god and be a cleric, and there's a widespread wizard guild that likewise makes it so it is not considered normal to just go out and be an untutored wizard or sorcerer), with the intention that it would just be fun background information, and would help build in some "reasons" to go out adventuring (discovering forbidden or lost lore about magic). I never intended it to be an overplot for the campaign (I'm actually burned out on overplots and just want barely linked adventures), but this backstory/background stuff is what they seem focused on. It could just be habit or expectation on the part of my players.
Similarly, I just imported the town of Sandpoint from Paizo's first Pathfinder adventure, along with some of its backstory (the town has finally recovered from a string of unfortunate events including a serial killer and a fire). Sure enough, my players are drawn to the one interesting place near town that is not well detailed -- the former home of the (now deceased) murderer (Chopper's Island for those of you familiar with Sandpoint). So ... I guess I had better prepare for them to visit!
It's not bad, it's just unexpected. It is in fact cool that they are excited by a bit of detail, and that they want to follow up on it. I am just afraid that I may disappoint them if they show up at Chopper's Island and all there is is an uninhabited ruined cabin. On the other hand, if I "plot it up" too much, that will just lure them further into a plot strand I really don't intend to pay off.
Anyone here run adventures in Sandpoint? Did the players want to go to Chopper's Island, and if so what cool things did they encounter there? I'm thinking maybe the evil that he wrought might still haunt the area, maybe compelling one of the PCs to go back to town and set something on fire...
However, the more I tinker with the setting's details, the more it distracts my players from the adventures!

Similarly, I just imported the town of Sandpoint from Paizo's first Pathfinder adventure, along with some of its backstory (the town has finally recovered from a string of unfortunate events including a serial killer and a fire). Sure enough, my players are drawn to the one interesting place near town that is not well detailed -- the former home of the (now deceased) murderer (Chopper's Island for those of you familiar with Sandpoint). So ... I guess I had better prepare for them to visit!
It's not bad, it's just unexpected. It is in fact cool that they are excited by a bit of detail, and that they want to follow up on it. I am just afraid that I may disappoint them if they show up at Chopper's Island and all there is is an uninhabited ruined cabin. On the other hand, if I "plot it up" too much, that will just lure them further into a plot strand I really don't intend to pay off.
Anyone here run adventures in Sandpoint? Did the players want to go to Chopper's Island, and if so what cool things did they encounter there? I'm thinking maybe the evil that he wrought might still haunt the area, maybe compelling one of the PCs to go back to town and set something on fire...