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General Tabletop Discussion
*Pathfinder & Starfinder
World Building - Suggestions Please (be kind lol)
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<blockquote data-quote="Kristivas" data-source="post: 2659471" data-attributes="member: 34179"><p>When I write a campaign, I start with 1 central theme that happens if the PCs choose to get involved or not. Here's an example:</p><p></p><p>BBEG is going to open a gateway to the Abyss and find a way to restore a dead (and very evil/sadistic/horrid/whatever) god to life, then unleash it on the world.</p><p></p><p>Then, after reading the PCs background, I find 1 or 2 to tie to the story in some 'small' way, as followed.</p><p></p><p>Mike the Paladin's Uncle's wife's Dad is a guy that used to work for the BBEG that escaped.</p><p></p><p>Then, we start playing. If the PCs take the bait that I give them and decide to play the adventure(s) and whatnot, then good. If they totally ignore it and worry about killing dragons and getting loot and saving princesses, also good. However, that BBEG is still working on his fiendish plot. Without the PCs meddling in his plans, things are coming along easier for him. Therefore, the PCs start to see signs of such, for example:</p><p></p><p>More demons in the world, since the BBEG is opening doorways to the Abyss.</p><p></p><p>If they still don't want to work on the problem, then it's still ok. I'll keep running missions and adventures and whatnot.. til eventually, a once-dead God is reborn and a curse upon the world. Now, the party either has to work thrice as hard.. or pretty much retire their characters who either die in a few years or submit to slavery in the name of the horrid god.....</p><p></p><p>Not to say all of my campaign plots are that deep, but my friends and I are huge Final Fantasy fans. We like to see quests start out small and then tie together into a long (and don;t forget world-saving!) campaign.</p></blockquote><p></p>
[QUOTE="Kristivas, post: 2659471, member: 34179"] When I write a campaign, I start with 1 central theme that happens if the PCs choose to get involved or not. Here's an example: BBEG is going to open a gateway to the Abyss and find a way to restore a dead (and very evil/sadistic/horrid/whatever) god to life, then unleash it on the world. Then, after reading the PCs background, I find 1 or 2 to tie to the story in some 'small' way, as followed. Mike the Paladin's Uncle's wife's Dad is a guy that used to work for the BBEG that escaped. Then, we start playing. If the PCs take the bait that I give them and decide to play the adventure(s) and whatnot, then good. If they totally ignore it and worry about killing dragons and getting loot and saving princesses, also good. However, that BBEG is still working on his fiendish plot. Without the PCs meddling in his plans, things are coming along easier for him. Therefore, the PCs start to see signs of such, for example: More demons in the world, since the BBEG is opening doorways to the Abyss. If they still don't want to work on the problem, then it's still ok. I'll keep running missions and adventures and whatnot.. til eventually, a once-dead God is reborn and a curse upon the world. Now, the party either has to work thrice as hard.. or pretty much retire their characters who either die in a few years or submit to slavery in the name of the horrid god..... Not to say all of my campaign plots are that deep, but my friends and I are huge Final Fantasy fans. We like to see quests start out small and then tie together into a long (and don;t forget world-saving!) campaign. [/QUOTE]
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