I also love d̶̡̼̥̻͙̣̼̿͂͐͘ę̴̢̨̛̼̙̤̻̞̠̗̳̝̦̹̹̦͍̉̏͛̽͠͠sţ̵̢̼̹̭̖͔͎̞̪͇͚̞̇̀̇̀̒͂̇̍͊̏ru̸̮̭̪̠͆̑̍́̈́̑̾̒̑̂̕ͅc̶̢̜͓̮̩͎͕̄́͑̃̈͋̈͌̑̽͠ͅͅţ̵̢̼̹̭̖͔͎̞̪͇͚̞̇̀̇̀̒͂̇̍͊̏io̵̪̭̞̗̝͙̝̬̥͕̒ͅn̸̨͖̳͓͍̜̬̗̪̜̪̗̺͆̏̆̊́̈́̿̎̅̈͠͝͝ in my campaigns! In other words, i'm an evil DM.
Yea, I created a world where an impending doom might make the players characters lives, um, end. As well as the entire universe. Yea, sucks to be them. ;p
yeah okay your custom dooms are more epic than the example doom but the question still applies. do your characters more often require a macguffin, a mystery, a mutiny, or a murder to stave off their dooms?
i picked item because that's a good early hook... although it's often in aide of murdering some guy when you come right down to it. it's just that sometimes the guy changes with time and sometimes the guy is reasonable when you talk to him. but the macguffin the group lugs around remains. like that key on your keyring you can't remember what it goes to but you keep it around just in case you fight a giant locked door one day. it's always fun when i remember there's a macguffin and, why not, make it glow and tug back towards the plot.
Of the campaigns i've run, the first was very much an Item Seeker, where the item was in fact a person. The second, a much bigger more sprawling one, also ended up being an Item Seeker, looking for five mcguffins to keep them out of the hands of enemies, and also looking for a few specific enemies. Within that one was plenty of failed Change Their Minds.
In future campaigns, i want to center them entirely on Change Their Minds, because when pulled off well i feel like that can be the most roleplay heavy and dramatically fulfilling one
Yeah, I wouldn't choose any of those. I tend to adapt my campaigns to the groups I am DMing for. So while it might have aspects of all of the above, I create sandbox worlds and campaigns.
Got to agree with the general concensus that I don't use any of these as a template for the campaign. The current campaign has more of an "Unravel the Story" vibe to it, if there was anything in particular to name it as. There's also a thin to go and get, a BBEG to slay, a mystery to investigate, and every encounter has the option for talking it through, if they decide to, to change their minds.
I don't really follow any of those guidelines. I like open world stories where the characters have lots of options to choose from and places they can go to with different adventure hooks in each place. I also like survival and mystery stories where the party is being hunted down or attacked by a powerful monster that they have to escape. And mysteries can be fun where there is one villain amid a bunch of "innocent" people and they have to find who is the guy killing a person each night before he kills them. But I also try to let the characters have the opportunity to parley and negotiate with those they meet, they shouldn't be killing everything they come across. The players should have choices and chances to shape the story to go in certain directions, so I allow the characters to have a lot of freedom in their decisions.
ITEM SEEKER
You got to find the magic crystal to stop the evil aura around the town!
MYSTERY
Someone murdered your own brother! The clues are around the roads of the city. Could you find out who's the murderer?
CHANGE THEIR MIND!
You got to persuade the group of magi to stop kidnaping the people before another one bites the dust. It's time to strike a deal now!
KILL THE VILLAIN
An evil barbarian as taken lair hidden in the wood. You have lost your parents because of him and now it's time for revenge!
Monsters: Brathkal
Weapons: Sword of Ni , Bow of Ni
Spells: Zone of Ni
I also love d̶̡̼̥̻͙̣̼̿͂͐͘ę̴̢̨̛̼̙̤̻̞̠̗̳̝̦̹̹̦͍̉̏͛̽͠͠sţ̵̢̼̹̭̖͔͎̞̪͇͚̞̇̀̇̀̒͂̇̍͊̏ru̸̮̭̪̠͆̑̍́̈́̑̾̒̑̂̕ͅc̶̢̜͓̮̩͎͕̄́͑̃̈͋̈͌̑̽͠ͅͅţ̵̢̼̹̭̖͔͎̞̪͇͚̞̇̀̇̀̒͂̇̍͊̏io̵̪̭̞̗̝͙̝̬̥͕̒ͅn̸̨͖̳͓͍̜̬̗̪̜̪̗̺͆̏̆̊́̈́̿̎̅̈͠͝͝ in my campaigns! In other words, i'm an evil DM.
None of the above.
I tend to write epic adventures that end of saving the world or some such
Yea, I created a world where an impending doom might make the players characters lives, um, end. As well as the entire universe. Yea, sucks to be them. ;p
yeah okay your custom dooms are more epic than the example doom but the question still applies. do your characters more often require a macguffin, a mystery, a mutiny, or a murder to stave off their dooms?
i picked item because that's a good early hook... although it's often in aide of murdering some guy when you come right down to it. it's just that sometimes the guy changes with time and sometimes the guy is reasonable when you talk to him. but the macguffin the group lugs around remains. like that key on your keyring you can't remember what it goes to but you keep it around just in case you fight a giant locked door one day. it's always fun when i remember there's a macguffin and, why not, make it glow and tug back towards the plot.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Of the campaigns i've run, the first was very much an Item Seeker, where the item was in fact a person. The second, a much bigger more sprawling one, also ended up being an Item Seeker, looking for five mcguffins to keep them out of the hands of enemies, and also looking for a few specific enemies. Within that one was plenty of failed Change Their Minds.
In future campaigns, i want to center them entirely on Change Their Minds, because when pulled off well i feel like that can be the most roleplay heavy and dramatically fulfilling one
:)
Yeah, I wouldn't choose any of those. I tend to adapt my campaigns to the groups I am DMing for. So while it might have aspects of all of the above, I create sandbox worlds and campaigns.
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?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Got to agree with the general concensus that I don't use any of these as a template for the campaign. The current campaign has more of an "Unravel the Story" vibe to it, if there was anything in particular to name it as. There's also a thin to go and get, a BBEG to slay, a mystery to investigate, and every encounter has the option for talking it through, if they decide to, to change their minds.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I don't really follow any of those guidelines. I like open world stories where the characters have lots of options to choose from and places they can go to with different adventure hooks in each place. I also like survival and mystery stories where the party is being hunted down or attacked by a powerful monster that they have to escape. And mysteries can be fun where there is one villain amid a bunch of "innocent" people and they have to find who is the guy killing a person each night before he kills them. But I also try to let the characters have the opportunity to parley and negotiate with those they meet, they shouldn't be killing everything they come across. The players should have choices and chances to shape the story to go in certain directions, so I allow the characters to have a lot of freedom in their decisions.