In a few weeks I'll be starting a new campaign with an idea that I've wanted to run for a while now. The idea is that an evil emperor has united the monstrous humanoids and has conquered one of the two major continents of the world. Good aligned gods are illegal to worship and the evil are worshipped openly. Necromancy is still not allowed as the new emperor sees it as a threat to his reign. The guards are mostly orcs and other monstrous peoples, and are often just as likely to rob you as the bandits are. Anyway, the problem I'm having is I'm not sure what I should start them out fighting. I'm planning to start them at level 1 or 2. Any advice?
In a few weeks I'll be starting a new campaign with an idea that I've wanted to run for a while now. The idea is that an evil emperor has united the monstrous humanoids and has conquered one of the two major continents of the world. Good aligned gods are illegal to worship and the evil are worshipped openly. Necromancy is still not allowed as the new emperor sees it as a threat to his reign. The guards are mostly orcs and other monstrous peoples, and are often just as likely to rob you as the bandits are. Anyway, the problem I'm having is I'm not sure what I should start them out fighting. I'm planning to start them at level 1 or 2. Any advice?
Where are they starting, which side are they starting on, are they starting just after the change or is it years later, why are they fighting? Are they starting outside a necromancer's lair because they are a mercenary force who had been hired by the empire to keep them from fighting the empire. This is happening just as the take over is occurring and nobody knows what it's going to be like for sure, and the empire knows that keeping them busy will help them solidify their power. Having them fight the necromancer's forces occupies two potential threats and the mercenaries think that they are just ridding the world of undead.
Or are they escaping from prison? They were the last known rebels against the empire years after the collapse (as the rebellion has taken to call it). They had heard that a great leader was being held at this prison and dreamed up this plan to free him or her.
Of course, it could be something completely different, and could depend on what characters your players have come up with. Perhaps come up with a half dozen to a dozen reasons for the party to be together, come up with a scenario for each of them and let them choose. Regardless, ask other questions to help you figure out the who, what, where, why, when, or how they're fighting.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In a few weeks I'll be starting a new campaign with an idea that I've wanted to run for a while now. The idea is that an evil emperor has united the monstrous humanoids and has conquered one of the two major continents of the world. Good aligned gods are illegal to worship and the evil are worshipped openly. Necromancy is still not allowed as the new emperor sees it as a threat to his reign. The guards are mostly orcs and other monstrous peoples, and are often just as likely to rob you as the bandits are. Anyway, the problem I'm having is I'm not sure what I should start them out fighting. I'm planning to start them at level 1 or 2. Any advice?
Where are they starting, which side are they starting on, are they starting just after the change or is it years later, why are they fighting? Are they starting outside a necromancer's lair because they are a mercenary force who had been hired by the empire to keep them from fighting the empire. This is happening just as the take over is occurring and nobody knows what it's going to be like for sure, and the empire knows that keeping them busy will help them solidify their power. Having them fight the necromancer's forces occupies two potential threats and the mercenaries think that they are just ridding the world of undead.
Or are they escaping from prison? They were the last known rebels against the empire years after the collapse (as the rebellion has taken to call it). They had heard that a great leader was being held at this prison and dreamed up this plan to free him or her.
Of course, it could be something completely different, and could depend on what characters your players have come up with. Perhaps come up with a half dozen to a dozen reasons for the party to be together, come up with a scenario for each of them and let them choose. Regardless, ask other questions to help you figure out the who, what, where, why, when, or how they're fighting.