I started a campaign with a group of pretty new players, at 0 level. We are in the Moonshaes, and when the current campaign runs out, they should be at 10th level. Everything has been in the Moonshaes except for a brief trip to Candlekeep. I am wondering what the best way is to get them involved in other parts of the Forgotten Realms.
As DMs, have you experienced this, and how di your players feel about moving out of a setting where they are well-known and have local fame?
Mostly just talk to your players, and there are so many ways to go about this.
In this specific situation, you could just say, "Hey, are you cool with moving the setting to the next city, nation, landmark, whatever" if your concern is their desire to remain in familiar territory. Most players generally have no problem.
Ask them if there is a specific place they want to go, with consideration to the areas with which you are familiar and or want to explore yourself and that also inspires the next arc of your story. Or if you're bold and want a DMing challenge for yourself just let them literally pick anywhere on the map and you build the next adventure from wherever they pick even if you've never studied the area.
You could be blunt and just say "The next adventure I have ideas for takes place on the mainland, and you're going to need to travel to a specific place. That cool?"
But there are also more subtle ways to go about this, and it presents itself to the players in terms of story hooks that they have to latch on to. Because they are the heroes, they have rivals, people they have pissed off, people that have heard of them and want their assistance, or maybe you just plant a rumor of treasure/power if that is their motivation and let them decide for themselves to pursue it.
If they had any dealings with Lady Erliza Daressin on Snowdown, well she had direct ties to Amn. If they befriended her, she maybe sends them to Amn on a mission. If they were enemies, then anyone from Amn seeking revenge on whatever the party did to her can be the hook to get them to the mainland.
Just one example, but translate that to any living (or unliving) allies/enemies they have made. Your players find a connection to the mainland through the people they have met along the way.
100% suggest "the talk" with the players, to ensure they are interested in moving to a new region and gathering fame and fortune in a new setting. I would presume, after 10 levels, they are most likely open to seeing new cities, towns, ruins and more.
The easiest hook is to simply link to their current fame and renown, where a traveler has heard of their bold exploits and impressive list of feats. He/She has contacts in the place you want to take them (or the place they want to go) who need the services of such a hearty band of adventurers. A powerful Noble from Waterdeep wants some family relic collected, a Baron outside Tethyr needs a job done, anything is open to GET them out of the current spot and into the new.
Congrats on having a lengthy campaign thus far and good luck with extending the adventures!
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I mean, it's still the Forgotten Realms. So I don't think you're doing any great affront to your players in drawing them from Moonshae to the mainland. Give them reason to leave home for the benefit of home. To make it seem like something other than a change of scene, review the campaign's greatest hits to date and have ripple effects on Faerun. I think as long as you make the reason for the move organic to your game and not simply "channel switching" your players should be good. Around 10th level, PCs should be getting a sense that the world's a bigger place than their archipelago anyway. They're need to go as ambassadors, etc.
If you're committed to lore, check up on Moonshaes trading relationships with the mainland, that'll likely be the literal vehicle getting them to the Sword Coast anyway. Maybe they need to return something or someone that will result in an extended travel chronicle with lots of stops on the way.
It was interesting for me to read the answers as I myself am interested in this. Thank you
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Problem solved. I had used Shadows over the Moonsea already, which is part of Tyranny of the Dragons. A major character in their is now a foe of the party and they ran into him again. He keeps escaping them (luckily, each time)... So I think I will keep him alive and let him hook the party into Hoard of the Dragon Queen.. That will take them all over the place.
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I started a campaign with a group of pretty new players, at 0 level. We are in the Moonshaes, and when the current campaign runs out, they should be at 10th level. Everything has been in the Moonshaes except for a brief trip to Candlekeep. I am wondering what the best way is to get them involved in other parts of the Forgotten Realms.
As DMs, have you experienced this, and how di your players feel about moving out of a setting where they are well-known and have local fame?
Mostly just talk to your players, and there are so many ways to go about this.
In this specific situation, you could just say, "Hey, are you cool with moving the setting to the next city, nation, landmark, whatever" if your concern is their desire to remain in familiar territory. Most players generally have no problem.
Ask them if there is a specific place they want to go, with consideration to the areas with which you are familiar and or want to explore yourself and that also inspires the next arc of your story. Or if you're bold and want a DMing challenge for yourself just let them literally pick anywhere on the map and you build the next adventure from wherever they pick even if you've never studied the area.
You could be blunt and just say "The next adventure I have ideas for takes place on the mainland, and you're going to need to travel to a specific place. That cool?"
But there are also more subtle ways to go about this, and it presents itself to the players in terms of story hooks that they have to latch on to. Because they are the heroes, they have rivals, people they have pissed off, people that have heard of them and want their assistance, or maybe you just plant a rumor of treasure/power if that is their motivation and let them decide for themselves to pursue it.
If they had any dealings with Lady Erliza Daressin on Snowdown, well she had direct ties to Amn. If they befriended her, she maybe sends them to Amn on a mission. If they were enemies, then anyone from Amn seeking revenge on whatever the party did to her can be the hook to get them to the mainland.
Just one example, but translate that to any living (or unliving) allies/enemies they have made. Your players find a connection to the mainland through the people they have met along the way.
100% suggest "the talk" with the players, to ensure they are interested in moving to a new region and gathering fame and fortune in a new setting. I would presume, after 10 levels, they are most likely open to seeing new cities, towns, ruins and more.
The easiest hook is to simply link to their current fame and renown, where a traveler has heard of their bold exploits and impressive list of feats. He/She has contacts in the place you want to take them (or the place they want to go) who need the services of such a hearty band of adventurers. A powerful Noble from Waterdeep wants some family relic collected, a Baron outside Tethyr needs a job done, anything is open to GET them out of the current spot and into the new.
Congrats on having a lengthy campaign thus far and good luck with extending the adventures!
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I mean, it's still the Forgotten Realms. So I don't think you're doing any great affront to your players in drawing them from Moonshae to the mainland. Give them reason to leave home for the benefit of home. To make it seem like something other than a change of scene, review the campaign's greatest hits to date and have ripple effects on Faerun. I think as long as you make the reason for the move organic to your game and not simply "channel switching" your players should be good. Around 10th level, PCs should be getting a sense that the world's a bigger place than their archipelago anyway. They're need to go as ambassadors, etc.
If you're committed to lore, check up on Moonshaes trading relationships with the mainland, that'll likely be the literal vehicle getting them to the Sword Coast anyway. Maybe they need to return something or someone that will result in an extended travel chronicle with lots of stops on the way.
Jander Sunstar is the thinking person's Drizzt, fight me.
There has been great advice so far, but it cannot be said enough to take the time to talk about what the players would like to experience.
One other thing to put out there is 5E‘s Tiers of play. Level 10 would be a great point to consider a Heroes of the World type situation.
Thanks - they are on the 11th module of what is shaping up to be about a 40 module campaign... should be fun!
Thanks - they will definitely be heroes of the Moonshaes. I may use that as a hook to send them on missions to other kingdoms.
This sounds awesome! Good luck 😊.
It was interesting for me to read the answers as I myself am interested in this. Thank you
Being motivated and skillful administrative professional seeking with 6 years of experience and in-depth working knowledge of relevant computer apps. YouTube converter Сonvert2 suggests free converting of YouTube video to mp3 online without the need for special software. This is quite a new mobile approach to video and audio processing, customized for desktops, tablets, phones. How does it work? Your answer you'll find here: https://convert2****ine/en/faq
Problem solved. I had used Shadows over the Moonsea already, which is part of Tyranny of the Dragons. A major character in their is now a foe of the party and they ran into him again. He keeps escaping them (luckily, each time)... So I think I will keep him alive and let him hook the party into Hoard of the Dragon Queen.. That will take them all over the place.