Hi, i'm a relatively new DM. The players and i wanted to move our campaign from the forgotten realms setting to the witcher world. We did it and we already had one session there, we also moved the characters in short with "the conjunction of the spheres" meaning(if you don't know what that is) that they also came to that world when the monsters and magic did. So obviously i can't make most their backstories part of the plot because the people and places they knew don't exist. I had some ideas and i would ask if any of you have any ideas how to expand these. Also i'm only asking one of them at a time because it would be a whole a4 sheet.
Dwarf fighter looking for his lost kingdom:
I planned for him to be able to obtain the throne of skellige (islanders are dwarves in my campaign) because they value bravery, fighting prowess and initiative so towards the end of the campaign he would be able to run for the "Jarl" title if he helped enough people. They would bring the idea forward and vote for him on the moot if he did.
Another idea: He was bit by a werebear who hated his curse and wanted to get rid of it ( biting someone gives the curse to them in this campaign and the one who had it loses it) he can't control it now and i was planning to ask him "how do you want to control it?" when it came over him and maybe after a few checks he can learn to control the beast or make a deal with the bear spirit or something. Also if he wants to get rid of it but doesn't want to hurt anyone there would be a little sidequest for it.
So these are the ideas and i can't seem to get further than this. To the exact details. So what i'm asking is if anyone more experienced has some inspiration for me because maybe i sparked someone's brain with this it would be greatly appreciated.
Maybe some of the people and/or things from their backstories came over at the same time as the party, and now they need help getting back?
Otherwise, you can always just cut it loose. The characters are freed from the expectations and lives they had in the FR. how will they move forward? Will they find a way back, will they just try and carve out a life here without the baggage from their old life? Some characters might enjoy the chance at a fresh start.
Really, this is probably the kind of thing you should have discussed before world hopping, to make sure the players would understand the consequences of what their characters were doing. The good news is, you still can. Talk to the players about the problem and see how everyone wants to proceed. Maybe they just pitch these characters and roll up a new party in the new world, maybe they won't miss their backstory resolutions and are full steam ahead. Talk with the group, and see how people see this playing out.
The 2 ideas are very different so it sounds like you're still open to ideas. I think individual character motivation is very important. What does each character personally want? It's tricky because the ties to the previous world are gone, so Xalthu in the above comment makes sense, that they might try to find a way back to perhaps the people they love. In my last campaign there was a possibility to save the world, but I learned that the players were more interested in smaller things related to their party members back stories. Or related to fun NPC's they met and cared about. So I tried to lean on meaningful interactions, instead of something so big that it was difficult to grasp. Also getting player feedback is useful, because I had a player who really likes stealth missions, so I designed a large encounter with a lot of stealth.
Hi, i'm a relatively new DM. The players and i wanted to move our campaign from the forgotten realms setting to the witcher world. We did it and we already had one session there, we also moved the characters in short with "the conjunction of the spheres" meaning(if you don't know what that is) that they also came to that world when the monsters and magic did. So obviously i can't make most their backstories part of the plot because the people and places they knew don't exist. I had some ideas and i would ask if any of you have any ideas how to expand these. Also i'm only asking one of them at a time because it would be a whole a4 sheet.
Dwarf fighter looking for his lost kingdom:
I planned for him to be able to obtain the throne of skellige (islanders are dwarves in my campaign) because they value bravery, fighting prowess and initiative so towards the end of the campaign he would be able to run for the "Jarl" title if he helped enough people. They would bring the idea forward and vote for him on the moot if he did.
Another idea: He was bit by a werebear who hated his curse and wanted to get rid of it ( biting someone gives the curse to them in this campaign and the one who had it loses it) he can't control it now and i was planning to ask him "how do you want to control it?" when it came over him and maybe after a few checks he can learn to control the beast or make a deal with the bear spirit or something. Also if he wants to get rid of it but doesn't want to hurt anyone there would be a little sidequest for it.
So these are the ideas and i can't seem to get further than this. To the exact details. So what i'm asking is if anyone more experienced has some inspiration for me because maybe i sparked someone's brain with this it would be greatly appreciated.
Thank you
When I read your description, the only things that come to mind are Ravenloft and the Dungeons & Dragons Cartoon Series. In both instances the PCs are flung into a world that they know very little or nothing about, have no ties to the realm (unless there is something in the realm that pulled them there or a curse?), and their priority challenge is trying to get back home by any means available.
I might consider that they now have a new goal to focus on that may/not have anything to do with their previous lives. Or, maybe there is something in this new land that would allow the Dwarf to readily reclaim their lost kingdom if/when they ever return to the world of their people. Perhaps the thing that they have been searching for has been in this world all along. And now this part of their life is happening, just like it was always supposed to. If they needed to defeat an Named NPC to reclaim their kingdom, there might be a very challenging monster in this new world that shares that NPC's name. A relic that they needed to recover is here. Whatever MacGuffin they put in their backstory... the reason they were unable to find it was because it was in this new world all along.
The Throne of Skellige is the place where some wicked-arsed (insert enemy here) lives and rules from. To bring back the weapon/head/trophy of this creature proves the person worthy of the title of Jarl.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
While reading your post, I was wondering if perhaps they could almost have like a dream sequence that gives them snippets of their before world? Like, mini-scenes of him helping people before and being brave (from your first scenario)? That way there, it keeps the world dynamics in tack, but can give glimpses into what your players true hearts' desires are and that can help keep them grounded and focused in this new realm.
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Hi, i'm a relatively new DM. The players and i wanted to move our campaign from the forgotten realms setting to the witcher world. We did it and we already had one session there, we also moved the characters in short with "the conjunction of the spheres" meaning(if you don't know what that is) that they also came to that world when the monsters and magic did. So obviously i can't make most their backstories part of the plot because the people and places they knew don't exist. I had some ideas and i would ask if any of you have any ideas how to expand these. Also i'm only asking one of them at a time because it would be a whole a4 sheet.
Dwarf fighter looking for his lost kingdom:
I planned for him to be able to obtain the throne of skellige (islanders are dwarves in my campaign) because they value bravery, fighting prowess and initiative so towards the end of the campaign he would be able to run for the "Jarl" title if he helped enough people. They would bring the idea forward and vote for him on the moot if he did.
Another idea: He was bit by a werebear who hated his curse and wanted to get rid of it ( biting someone gives the curse to them in this campaign and the one who had it loses it) he can't control it now and i was planning to ask him "how do you want to control it?" when it came over him and maybe after a few checks he can learn to control the beast or make a deal with the bear spirit or something. Also if he wants to get rid of it but doesn't want to hurt anyone there would be a little sidequest for it.
So these are the ideas and i can't seem to get further than this. To the exact details. So what i'm asking is if anyone more experienced has some inspiration for me because maybe i sparked someone's brain with this it would be greatly appreciated.
Thank you
Maybe some of the people and/or things from their backstories came over at the same time as the party, and now they need help getting back?
Otherwise, you can always just cut it loose. The characters are freed from the expectations and lives they had in the FR. how will they move forward? Will they find a way back, will they just try and carve out a life here without the baggage from their old life? Some characters might enjoy the chance at a fresh start.
Really, this is probably the kind of thing you should have discussed before world hopping, to make sure the players would understand the consequences of what their characters were doing. The good news is, you still can. Talk to the players about the problem and see how everyone wants to proceed. Maybe they just pitch these characters and roll up a new party in the new world, maybe they won't miss their backstory resolutions and are full steam ahead. Talk with the group, and see how people see this playing out.
The 2 ideas are very different so it sounds like you're still open to ideas. I think individual character motivation is very important. What does each character personally want? It's tricky because the ties to the previous world are gone, so Xalthu in the above comment makes sense, that they might try to find a way back to perhaps the people they love. In my last campaign there was a possibility to save the world, but I learned that the players were more interested in smaller things related to their party members back stories. Or related to fun NPC's they met and cared about. So I tried to lean on meaningful interactions, instead of something so big that it was difficult to grasp. Also getting player feedback is useful, because I had a player who really likes stealth missions, so I designed a large encounter with a lot of stealth.
Hope this helps! Good luck!
When I read your description, the only things that come to mind are Ravenloft and the Dungeons & Dragons Cartoon Series. In both instances the PCs are flung into a world that they know very little or nothing about, have no ties to the realm (unless there is something in the realm that pulled them there or a curse?), and their priority challenge is trying to get back home by any means available.
I might consider that they now have a new goal to focus on that may/not have anything to do with their previous lives. Or, maybe there is something in this new land that would allow the Dwarf to readily reclaim their lost kingdom if/when they ever return to the world of their people. Perhaps the thing that they have been searching for has been in this world all along. And now this part of their life is happening, just like it was always supposed to. If they needed to defeat an Named NPC to reclaim their kingdom, there might be a very challenging monster in this new world that shares that NPC's name. A relic that they needed to recover is here. Whatever MacGuffin they put in their backstory... the reason they were unable to find it was because it was in this new world all along.
The Throne of Skellige is the place where some wicked-arsed (insert enemy here) lives and rules from. To bring back the weapon/head/trophy of this creature proves the person worthy of the title of Jarl.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
While reading your post, I was wondering if perhaps they could almost have like a dream sequence that gives them snippets of their before world? Like, mini-scenes of him helping people before and being brave (from your first scenario)? That way there, it keeps the world dynamics in tack, but can give glimpses into what your players true hearts' desires are and that can help keep them grounded and focused in this new realm.