So i have making this campaign with a lot of hombrew elements to make a Rango(chamaleon movie) atmosphere with 2 families making the central plot, there are problems that make this famlies damage the forest around the town and the nature wants revange, i dont know how make the players move to the town to the forest where happen a lot of the thing like a hangman tree, a hunter like vanhelsing explain what is going on, and the final boss that is a flurry
My idea was to move the players with the kidnapp of the youngers boys of the family and if they take a lot of time maybe can´t find anymore
Any suggest?
The campaing is a lvl 4 characters for new players and the plan is
Arrive in the city➜ chose with what family work (change the enemys betwen swamp or forest) ➜ Protect the farm against the oposite ➜ night dinner where a demon scare-crow advise about what go away➜ kidnap of the foreman and rescue ➜ revenge for part of the sons of the family against the other family and almost killing the others ➜ peacefull night (here i dont know how connect the parts)➜ until is afternoon the thing star to going worse, and the childen don´t apear ➜ fight with the forest enemies and end
With the best will in the world this is something that comes up time, and time, and time again.
When you are building an adventure you're not writing a plot. Rather you're creating a world. Unless you intend to railroad players, or have players that will always follow the plot line the main issue you've got here is that there's no contingency if the party decide not to side with either family. You can always suggest to a party that they do a particular thing, but you aren't going to be 'making them' unless your vibe is a railroad adventure.
The good news though, is that there are things you can do. If the party are very reward focused, then have the families offer rewards that appeals to the party. If the party are consumate do-gooders, then make it a sympathy story. Tug on the emotional heartstrings, make the party feel like there is an obvious 'right' thing to do. If your party are spontanious or random it's a bit more difficult but it always breaks down to knowing your group.
As I say, don't try and 'make' a party do anything, but appeal to the character goals and desires. If you've got a player whose character wants to become a member of the theives guild, perhaps one of the families has a contact in the theives guild. It's always more rewarding for both you and your players to appeal to the desires and goals of your characters.
So i have making this campaign with a lot of hombrew elements to make a Rango(chamaleon movie) atmosphere with 2 families making the central plot, there are problems that make this famlies damage the forest around the town and the nature wants revange, i dont know how make the players move to the town to the forest where happen a lot of the thing like a hangman tree, a hunter like vanhelsing explain what is going on, and the final boss that is a flurry
My idea was to move the players with the kidnapp of the youngers boys of the family and if they take a lot of time maybe can´t find anymore
Any suggest?
The campaing is a lvl 4 characters for new players and the plan is
Arrive in the city➜ chose with what family work (change the enemys betwen swamp or forest) ➜ Protect the farm against the oposite ➜ night dinner where a demon scare-crow advise about what go away➜ kidnap of the foreman and rescue ➜ revenge for part of the sons of the family against the other family and almost killing the others ➜ peacefull night (here i dont know how connect the parts)➜ until is afternoon the thing star to going worse, and the childen don´t apear ➜ fight with the forest enemies and end
Whichever family the party chooses to work for tells them to go investigate/sabotage the opposing family's doings in the forest.
With the best will in the world this is something that comes up time, and time, and time again.
When you are building an adventure you're not writing a plot. Rather you're creating a world. Unless you intend to railroad players, or have players that will always follow the plot line the main issue you've got here is that there's no contingency if the party decide not to side with either family. You can always suggest to a party that they do a particular thing, but you aren't going to be 'making them' unless your vibe is a railroad adventure.
The good news though, is that there are things you can do. If the party are very reward focused, then have the families offer rewards that appeals to the party. If the party are consumate do-gooders, then make it a sympathy story. Tug on the emotional heartstrings, make the party feel like there is an obvious 'right' thing to do. If your party are spontanious or random it's a bit more difficult but it always breaks down to knowing your group.
As I say, don't try and 'make' a party do anything, but appeal to the character goals and desires. If you've got a player whose character wants to become a member of the theives guild, perhaps one of the families has a contact in the theives guild. It's always more rewarding for both you and your players to appeal to the desires and goals of your characters.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
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