You have gotten a lot of great constructive feedback on this thread. This feedback includes:
(a) concerns that you might be putting the cart before the horse, trying to come up with a scripted ending to a campaign that has not even happened, rather than letting the ending grow out of the campaign itself.
(b) concerns that you have not thought through the logistics of your campaign plan, including how long execution would actually take or how things like leveling characters as compared to the level of content would work.
(c) concerns that you are taking on too many projects, with the ultimate result feeling disjointed and messy.
In your three responses to this thread, you have failed to engage with any of the completely valid constructive criticism folks posted to try and help you. Your posts consist of (a) answering the preliminary question of what stage your campaign is at, while ignoring the constructive advice surrounding that question, (b) simply listing a bunch of premade campaigns, and (c) clearly misunderstanding the level concern actually raised and thus not responding to the criticism… while just throwing out another ending that not only shows you are not listening to the feedback, but might actually retroactively ruin the entire campaign.
I am going to go out on a limb and say you have never run a multi-year campaign to a post-level 20 completion. Some of the questions you are asking strongly indicate this is the case.
I can guarantee there are people on this thread who have run campaigns to completion - and some who have done level 20+ games with epic-scale conclusions. Beyond’s forumers are a great wealth of resources… if you are willing to listen to them as they try to help you. There has been lots of helpful feedback and questions raised.. but not much on the listening front. I highly suggest you take the constructive criticism for what it is - an attempt to help you - and, instead of ignoring it, engage with it. Otherwise you will swiftly find folks will stop trying to help you, since they’d just be wasting their time or deaf ears.
I was thinking that maybe Tomb of Annihilation could have Kongamato, Mbielu Dinosaurs, Spinosauruses and J'ba Fofi (from Tome of Beasts 1) added to the jungle encounters while Princes of the Apocalypse could have Elemental Evil Giants and Elemental Hulks (from Bigby Presents: Glory of the Giants) added to make it more difficult I could also adapt the Avatars of Elemental Evil to 5e. Maybe I could also add Abishai and adapt Dragonspawn of Tiamat to 5e for the Tyranny of Dragons campaigns. I could probably add some other things to the other modules I just have to think a bit.
Oh boy. That is a lot. I respect the ambition, but I think your eyes are bigger than your stomach. As CunningSmile noted, that list would take about ten or twenty years to play through. And that's assuming the group keeps a regular play schedule and doesn't fall apart because people move, get married, have kids, change jobs, get divorced, etc. Thematically it's all over the place. If you're building toward the big bad at the end being either an undead elder god or a multidimensional city of undeath, then maybe whittle that list down and pick a throughline that puts together a few undead related stories.
I just like a campaign to have varying themes which I feel would make it fun. Maybe there could also be some Cthulhu Mythos or a meta-crossover with planet earth?
I'd rather keep them leveling as normal because even at a high level it can still be fun. Maybe another way I could end the Campaign since it heavily involves multiversal travel would be with the party ending up on present day Earth after a spelljammer crash.
Well, I kind of did respond to some of the feedback and yes I've never done a campaign before but I feel I can improvise a bit to fix some if not all of the problems.
Well, I kind of did respond to some of the feedback and yes I've never done a campaign before but I feel I can improvise a bit to fix some if not all of the problems.
If you haven't done a campaign before: start smaller. A lot smaller.
Well, I kind of did respond to some of the feedback and yes I've never done a campaign before but I feel I can improvise a bit to fix some if not all of the problems.
If you haven't done a campaign before: start smaller. A lot smaller.
I just like a campaign to have varying themes which I feel would make it fun.
If that's what you want to run, then pitch that to the players from the start. Make it a Spelljammer or Domains of Dread campaign where going to different lands/planes is built into the premise, that sort of thing, then discuss with the players what sorts of genres/themes they'd actually like to explore
You can probably whittle that massive list of modules down significantly just by doing that -- maybe the party has zero interest in going to Exandria or visiting the Barrier Peaks, for instance, or two of your players have already done Ghosts of Saltmarsh and don't want to run through it again
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Some modules like Tyranny of Dragons and Quests From the Infinite Staircase are designed to take a party from 1st all the way up to around 15th level by themselves. And can realistically take over a year to run even if you're playing every week. Quests From the Infinite Staircase, in fact, already is a series of consecutive, unrelated mini-campaigns.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Well, I kind of did respond to some of the feedback and yes I've never done a campaign before but I feel I can improvise a bit to fix some if not all of the problems.
In light of this being your first campaign Im just going to come right out and say it: You can not run those 48 prewritten campaigns as if it’s one long campaign. It’s just not possible.
a) It’s not what they’re designed for. Each is designed to be a discreet experience in their own right. Stringing them together will be a disjointed mess of new villains being introduced, defeated, and never mentioned again. You can not improvise your way out of a problem like that.
b) IT WILL TAKE DECADES. Seriously, that’s not me exaggerating you’ve got multiple campaigns in that list designed to run for two or three years each assuming you play weekly. You will never be able to keep a single group together that long without people dropping out. Most campaigns barely last past the first couple of months before falling apart and even a group that wants to stay together will have changes to work and family life that makes it impossible.
c) You’ll get bored. Your players will get bored playing the same characters for decades, they’ll want to try new characters and new ideas, and you’ll get bored running the same characters for decades because there’s only so long you can keep mining the well of their back stories for ways to tie them in to the plot. And if you’re not trying to tie them in then the players will get even more bored after the first few years because it’ll feel like it doesn’t matter what characters they play
d) There will be huge changes to the hobby in those decades. There’ll be new editions released that you might want to switch to, you might find theres other systems you want to try and D&D style campaigns won’t work with them, but most importantly there’ll be new campaigns released you might want to try so what do you do then? Are you just going to keep adding new stuff to the end until you end up with a campaign that’ll never finish?
e) You might hate being a DM. It’s a special set of skills and it’s not for everyone. You might get a couple of months in and want to quit because it’s not fun
f) Different groups like different types of stories and that list has such a wide range of styles they won’t please anyone. You’re hurtling from role play heavy intrigue to world spanning armies to massive dungeon crawls. Just as your players realise what they like you’re going to be giving them something totally different and that will kill their enjoyment
g) No matter how you adjust the level up your players will hit level 20 long before you finish and then you’re either stuck with level 20 characters killing their four goblins most campaigns offer as a first encounter or you’re recycling the same five or six CR30 monsters again and again because that’s all that challenges them.
I admire your enthusiasm but there’s a reason we’ve all been trying to talk you out of it. Your enthusiasm is creating ambitions that you can not fulfil. Choose a single campaign that sparks your interest and plan to run it from beginning to end and then stop. You might get to the end and everyone wants to continue with the same characters in which case choose a second campaign and run that.
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Well, I kind of did respond to some of the feedback and yes I've never done a campaign before but I feel I can improvise a bit to fix some if not all of the problems.
If you haven't done a campaign before: start smaller. A lot smaller.
This. A thousand times this.
If that's what you want to run, then pitch that to the players from the start. Make it a Spelljammer or Domains of Dread campaign where going to different lands/planes is built into the premise, that sort of thing, then discuss with the players what sorts of genres/themes they'd actually like to explore
You can probably whittle that massive list of modules down significantly just by doing that -- maybe the party has zero interest in going to Exandria or visiting the Barrier Peaks, for instance, or two of your players have already done Ghosts of Saltmarsh and don't want to run through it again
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Some modules like Tyranny of Dragons and Quests From the Infinite Staircase are designed to take a party from 1st all the way up to around 15th level by themselves. And can realistically take over a year to run even if you're playing every week. Quests From the Infinite Staircase, in fact, already is a series of consecutive, unrelated mini-campaigns.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
In light of this being your first campaign Im just going to come right out and say it: You can not run those 48 prewritten campaigns as if it’s one long campaign. It’s just not possible.
a) It’s not what they’re designed for. Each is designed to be a discreet experience in their own right. Stringing them together will be a disjointed mess of new villains being introduced, defeated, and never mentioned again. You can not improvise your way out of a problem like that.
b) IT WILL TAKE DECADES. Seriously, that’s not me exaggerating you’ve got multiple campaigns in that list designed to run for two or three years each assuming you play weekly. You will never be able to keep a single group together that long without people dropping out. Most campaigns barely last past the first couple of months before falling apart and even a group that wants to stay together will have changes to work and family life that makes it impossible.
c) You’ll get bored. Your players will get bored playing the same characters for decades, they’ll want to try new characters and new ideas, and you’ll get bored running the same characters for decades because there’s only so long you can keep mining the well of their back stories for ways to tie them in to the plot. And if you’re not trying to tie them in then the players will get even more bored after the first few years because it’ll feel like it doesn’t matter what characters they play
d) There will be huge changes to the hobby in those decades. There’ll be new editions released that you might want to switch to, you might find theres other systems you want to try and D&D style campaigns won’t work with them, but most importantly there’ll be new campaigns released you might want to try so what do you do then? Are you just going to keep adding new stuff to the end until you end up with a campaign that’ll never finish?
e) You might hate being a DM. It’s a special set of skills and it’s not for everyone. You might get a couple of months in and want to quit because it’s not fun
f) Different groups like different types of stories and that list has such a wide range of styles they won’t please anyone. You’re hurtling from role play heavy intrigue to world spanning armies to massive dungeon crawls. Just as your players realise what they like you’re going to be giving them something totally different and that will kill their enjoyment
g) No matter how you adjust the level up your players will hit level 20 long before you finish and then you’re either stuck with level 20 characters killing their four goblins most campaigns offer as a first encounter or you’re recycling the same five or six CR30 monsters again and again because that’s all that challenges them.
I admire your enthusiasm but there’s a reason we’ve all been trying to talk you out of it. Your enthusiasm is creating ambitions that you can not fulfil. Choose a single campaign that sparks your interest and plan to run it from beginning to end and then stop. You might get to the end and everyone wants to continue with the same characters in which case choose a second campaign and run that.