Im back after a few days and need some new ideas for my campaign im gonna be sarting for my group. All i need is a good way to fit in each person into without making them certain specified classes...
Kirthen's New Campaign Ideas Wanted
#1
Posted 20 July 2004 - 02:43 PM
Im back after a few days and need some new ideas for my campaign im gonna be sarting for my group. All i need is a good way to fit in each person into without making them certain specified classes...
#4
Posted 20 July 2004 - 03:22 PM
Of course, all of the above questions really don't matter in the long run. A D&D campaign is best defined as "A set of adventures or overarching storyline that takes a group of adventurers and brings them up in experience". As long as you modify your adventures to not require the skills of a certain type, or give the party items that can make up for those abilities that are lacking (like bunches of healing potions to cover the lack of a cleric), your group should do just fine in any campaign you create.
"I WASTE HIM WITH MY LONGBOW!!!" - Sara
"EEW! EEW! EEW! EEW!...SH!^!" - Wenna
"For the unbeliever, no explanation is possible. For the believer, no explanation is necessary."
"Shoot me now, shoot me now." - Daffy Duck
"Woooooooooo! I'm invisible!" - Elan (OOTS)
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#5
Posted 20 July 2004 - 03:31 PM
Kirthen, on Jul 20 2004, 11:17 AM, said:
ah, that's a bit different.
meeting under extreme pressure with a lot of action that leads into a smaller picture that slopes into a huge event:
- Characters are the bare few survivors from a small army that has just gotten it's [CHAIR] handed to it. The evil warlord who has won and taken over the kingdom will need to be deposed.
- A plague has ravaged the land and only a few chosen people have survived. They are gathered together to build a new world and face the final battle against evil. (this, by the way, is the basic plot of Stephen King's The Stand).
- A summon monster spell cast by a wizard has drawn the characters together from their lives into the middle of a battle. The wizard does not survive the battle, leaving the party in the middle of an unknown dungeon with no idea where they are and how to get out.
"I WASTE HIM WITH MY LONGBOW!!!" - Sara
"EEW! EEW! EEW! EEW!...SH!^!" - Wenna
"For the unbeliever, no explanation is possible. For the believer, no explanation is necessary."
"Shoot me now, shoot me now." - Daffy Duck
"Woooooooooo! I'm invisible!" - Elan (OOTS)
---------------------------------------------------------
Method Actor 100%; Butt-Kicker 75%; Storyteller 58%; Tactician 58%; Power Gamer 33%; Specialist 25%; Casual Gamer 25%
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#6
Posted 20 July 2004 - 04:16 PM
Once on the island anything is fair play...whatever your campaing calls for can happen. I like having them find some old relic or something that was thrown tot he remotest parts of the world so noone would ever find it ...DUM DUM DUM! >
I like changing up what the players thought was going to be a standard 'this town needs us to save it' mission. I think it adds more excitement to the adventure when they dont know what they will be facing.
Woe
#7
Posted 20 July 2004 - 11:10 PM
#8
Posted 21 July 2004 - 06:24 AM
#9
Posted 21 July 2004 - 12:50 PM
So lets go back to the island (which was an actual quest) On my island there was a cabal of wizards doing some nasty stuff trying to tap into an ancient power and all that fun stuff wizards do, these wizards hd placed various wards on the island preventing escape...various wards meaning DM perogative there is no flying off my island buddy!
so after a long rant what im trying to say is make them fight together once or twice...after that they should be developing at least grudging frienship because after all that is the spirit of the game isnt it ? and once that happens they will stay together on their own
Woe
#10
Posted 21 July 2004 - 02:16 PM
What I do is:
1. take all the caracters.... look at allignements.... and divide them into ali groups (these are the ones who have the most chance of getting friends)
2. take the groups and look at special, class, racial powers ....
3. Find what a group could find from the other
4. put a situation where the groups are interdependant and it works ....
For example ....
My present crew is :
Elven Fighter 1/Rogue 8 (CG)
Human fighter 7(CG)
Human fighter 5(LG)
Half-elf femal cleric 6 (NG)
Elven Invoker 6 (LN)
Human Paladin 5 (LG)
Elven Ranger 5 (CG)
Human Fighter 4 / cleric 2 (NG)
So the groups were simple ... separate elves and humans .... find why elves could use human and why humans would rely on man ....
(You only need some orcs for that)
Why the wizard who is LN would need a bunch of Good
(He is wanted for an injust crime he hasn't done)
ETC ..... the key is interdependance ....
#11
Posted 21 July 2004 - 03:59 PM
If the druid doesn't want to save the town, let him know that whatever is happening in the town will most likely affect the nearby forest, and an ancient tree exists within the forest.
But there are few people who just doesn't like to gulp down story hooks, and want to make their own storyline by doing something totally strange and unrelated to what's going on with the party. I usually try to shut them down as stealthily as I can, when I see someone trying to comepletey sever their connection with the group and go on in a completely different quest.
So for example, if the rogue wants to join in the pirate troupe, I let him, and then the pirate captain lets him know that they are planning to rob the town the party is currently trying to save. And it works too, they don't feel that I am trying to interfere with their roleplaying and this way I can still make all of players become involved with my storyline.
I am not suggesting forcing a plot on the party however, it is always best to let them decide what to do. But sometimes it is required that you step in to make everyone happy but still have the ability to have a nice flowing storyline (and not an abrupt one where everyone is doing their own things..trust me you won't like it and neither will the players).
#12
Posted 21 July 2004 - 04:56 PM
I mean, it's the GM's responsibility to set everything up and create worlds and scenarios and maintain order and play NPCs and direct combat and manage experience and tons of other things. The least we can do in return as players is to try and collaborate with eachother and coordinate our characters' ties within the party. A bit of out-of-game discussion between players with the GM as moderator can help to create direction for in-game social interactions, and can help the GM create opportunities for those characters to grow.
Now, this is not to say that strife can't exist within this atmosphere. Most families have conflict, nobody's lovey-dovey all the time. Most people have worked a job where one or more people just get on your nerves and you want to hit them with a mallet. But as in life, these conflicts have to be resolved, or put aside, or you just find another job. And if your character decides that this group isn't for him, then fine. But the next one you roll up you need to target somewhere in his mental makeup the right social attitude that will interact well with the party he's going to be in. Several times I've seen people create a character who's personality just didn't work out with the rest of the party, or headed in a direction that really wasn't expected. In these cases, we tend to either drop the character and create a new suitable one that may work better, or arrange an in-game event that helps to adjust the character's personality or the rest of the party's view of the situation.
Anyway, long story short: As a player, it's your game too, and well worth doing some work to make it enjoyable. If your character is reacting badly with the rest of the party, then something needs to change.
"I WASTE HIM WITH MY LONGBOW!!!" - Sara
"EEW! EEW! EEW! EEW!...SH!^!" - Wenna
"For the unbeliever, no explanation is possible. For the believer, no explanation is necessary."
"Shoot me now, shoot me now." - Daffy Duck
"Woooooooooo! I'm invisible!" - Elan (OOTS)
---------------------------------------------------------
Method Actor 100%; Butt-Kicker 75%; Storyteller 58%; Tactician 58%; Power Gamer 33%; Specialist 25%; Casual Gamer 25%
---------------------------------------------------------

My Facebook Page
My DM Notes Blog
My Character Journals
#13
Posted 21 July 2004 - 07:33 PM
Also, just because you know someone does not mean that you like them. You just recognize that the person would be useful to the group.
Tip: If you are going to do something like this, then it would be good if the characters had at least a couple levels (at least 2nd level characters) because it will work easier to explain how people know each other.
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#14
Posted 22 July 2004 - 01:11 AM
It worked for some but not for others so check out the characters.....
Example ...
The Priestess of pleasures and the barbarian fighter had an affair ... so these two characters where doing and are doing great along....
The elven Ranger and the elven wizard....
Since all elves are searching to kill the wizard, the Ranger heard about that and tries to protect the wizard.... but the ranger became nothing more than a bodyguard for the wizard and now the ranger's player want's to quit the group ...
#15
Posted 22 July 2004 - 01:21 AM
ps it doesnt hurt to dangle a monetary reward in his face

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