I'm running a homebrew game where I want my PCs to have both the larger campaign story-arc and a more personalized journey, based on something the PC is particularly motivated to accomplish. One of my PCs is a Hexblood, and he's given me the background material of wanting to free his character from the hag that cursed him into hexblood-ness (by slaying, or whatnot). For reasons, the hag isn't herself going to make an appearance in the game – so, that leaves me a bit worried that his character's miniarc will kinda just be a shrug-off.
Has anyone run a Hexblood or had a Hexblood PC where something similar came up? As it stands, I basically have it so the PC 1) needs to do a service for an in-game demigod, who 2) rewards the PC (and the other PCs) for their service, and that reward for the Hexblood includes the promise of intervention if and when the hag comes for them, on the condition that they are worthy (= have completed the main campaign).
So, first, I have to note that I have never had a hexbood in any campaign, so I can't speak to that, but I can speak tot he idea of a character having a curse that they must lift to escape an onerous evil, as well as folks who have made deals with extra planar beings in return for souls and all that kind of thing.
You have the basics, what you need is flavor and risk to join the motivation. Essentially, in the situation as you describe it, they are in a tug of war between two forces (hag and demigod).
Since it appears this is a bargain -- a deal -- the twistis ultimately that they asked for this to happen to them. That gives us some room to play around.
THe Carrot is the freedom from the bargain. The question becomes, will they still be a hexblood if the curse is lifted. The Demigod will say whatever the demigod needs to say, because they have a goal that this person can help them with The Hag, who doubtless follows along, will find ways to suggest to the character that lifting the curse will cost the their rewards -- they will stop being a hexblood.
That makes the stakes of the adventure even greater, and places a question into that character's mind about the possibility of once again getting what they wish for, but are they really? That let's you role play the beign that will have an impact (the demigod) since you noted the Hag wont show up.
I want to note that it doesn't matter i they "stop being a hexblood" is true. The point is to introduce the idea into the mindo f the character. For some layers, that means you can tell them "nah, they'll still be a hexblood, but you need to play as if they will lose it). Some players you can't tell that to, so your call, as is the basic underlying idea of will this take away their hex nature?
You can also start tossing in *omens* and visions and reminders of the deal they made -- amp up the guilt part, since they made a deal and now they want to back out of it.
You have it tie t the completion of the mission, so the motivation is there, but you could also sweeten the pot by linking "pieces of the deal" to certain actions throughout the adventure. For example, "in order to break the hag's hold, we need to weaken it first, and so these things need to be done as you head towards the BBEG" and then set up things tied to different events. For example, maybe you have an NPC in the adventure who needs rescuing. Well, the key isn't "save the NPC", the key is "seek this person out and ask the this question". Which, of course,is made hard because they need help or are whisked away by the BBEG, or whatever.
A series of things like that. Another thing is to tie it in with another character's mini-arc. "You must help Alaric do this". IF you do that one, though, make sure you round robin all the other PCs into similar arcs -- the purpose here being to ensure that everyone gets in on everyone else's arc, and so no one feels like the story isn't about their character as much as the others.
When I plan a campaign out, I always set up side stories and personal arcs -- they help with motivation, and give you a chance to do "break from the dreary" sessions. I tend to like to keep them simple, linear, and while I personally avoid making them part of the final story, it is always a good idea to do so because it keeps everyone moving along, especially in a milestone based game.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Excellent suggestions! The furthest I got so far has been, as a Demigod, "I'll help you, but you'll need to become my champion and that means taking these conditions". I like the idea of seeding the notion, whether true or not, that slaying the Hag in the epilogue or even just the promise of divine intervention might fundamentally change who the PC is or how they see themselves - regardless of whether or not they do-so change.
I'll say the PC's backstory is that they were born cursed – the product of trickery from the Hag – so it's not so much they made a deal but that they inherited the consequences of a deal. That still leaves a lot for me and the PC to work with of course, but making them feel like their character has real growth and risk should make this a more compelling campaign.
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I'm running a homebrew game where I want my PCs to have both the larger campaign story-arc and a more personalized journey, based on something the PC is particularly motivated to accomplish. One of my PCs is a Hexblood, and he's given me the background material of wanting to free his character from the hag that cursed him into hexblood-ness (by slaying, or whatnot). For reasons, the hag isn't herself going to make an appearance in the game – so, that leaves me a bit worried that his character's miniarc will kinda just be a shrug-off.
Has anyone run a Hexblood or had a Hexblood PC where something similar came up? As it stands, I basically have it so the PC 1) needs to do a service for an in-game demigod, who 2) rewards the PC (and the other PCs) for their service, and that reward for the Hexblood includes the promise of intervention if and when the hag comes for them, on the condition that they are worthy (= have completed the main campaign).
So, first, I have to note that I have never had a hexbood in any campaign, so I can't speak to that, but I can speak tot he idea of a character having a curse that they must lift to escape an onerous evil, as well as folks who have made deals with extra planar beings in return for souls and all that kind of thing.
You have the basics, what you need is flavor and risk to join the motivation. Essentially, in the situation as you describe it, they are in a tug of war between two forces (hag and demigod).
Since it appears this is a bargain -- a deal -- the twistis ultimately that they asked for this to happen to them. That gives us some room to play around.
THe Carrot is the freedom from the bargain. The question becomes, will they still be a hexblood if the curse is lifted. The Demigod will say whatever the demigod needs to say, because they have a goal that this person can help them with The Hag, who doubtless follows along, will find ways to suggest to the character that lifting the curse will cost the their rewards -- they will stop being a hexblood.
That makes the stakes of the adventure even greater, and places a question into that character's mind about the possibility of once again getting what they wish for, but are they really? That let's you role play the beign that will have an impact (the demigod) since you noted the Hag wont show up.
I want to note that it doesn't matter i they "stop being a hexblood" is true. The point is to introduce the idea into the mindo f the character. For some layers, that means you can tell them "nah, they'll still be a hexblood, but you need to play as if they will lose it). Some players you can't tell that to, so your call, as is the basic underlying idea of will this take away their hex nature?
You can also start tossing in *omens* and visions and reminders of the deal they made -- amp up the guilt part, since they made a deal and now they want to back out of it.
You have it tie t the completion of the mission, so the motivation is there, but you could also sweeten the pot by linking "pieces of the deal" to certain actions throughout the adventure. For example, "in order to break the hag's hold, we need to weaken it first, and so these things need to be done as you head towards the BBEG" and then set up things tied to different events. For example, maybe you have an NPC in the adventure who needs rescuing. Well, the key isn't "save the NPC", the key is "seek this person out and ask the this question". Which, of course,is made hard because they need help or are whisked away by the BBEG, or whatever.
A series of things like that. Another thing is to tie it in with another character's mini-arc. "You must help Alaric do this". IF you do that one, though, make sure you round robin all the other PCs into similar arcs -- the purpose here being to ensure that everyone gets in on everyone else's arc, and so no one feels like the story isn't about their character as much as the others.
When I plan a campaign out, I always set up side stories and personal arcs -- they help with motivation, and give you a chance to do "break from the dreary" sessions. I tend to like to keep them simple, linear, and while I personally avoid making them part of the final story, it is always a good idea to do so because it keeps everyone moving along, especially in a milestone based game.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Excellent suggestions! The furthest I got so far has been, as a Demigod, "I'll help you, but you'll need to become my champion and that means taking these conditions". I like the idea of seeding the notion, whether true or not, that slaying the Hag in the epilogue or even just the promise of divine intervention might fundamentally change who the PC is or how they see themselves - regardless of whether or not they do-so change.
I'll say the PC's backstory is that they were born cursed – the product of trickery from the Hag – so it's not so much they made a deal but that they inherited the consequences of a deal. That still leaves a lot for me and the PC to work with of course, but making them feel like their character has real growth and risk should make this a more compelling campaign.