So I have many ideas for my campaign. I know where I want things to start, I know where I want conflicts along the way, I know specific fun mini encounters, and I know what I want it to end. However filling in the things in-between from the beginning to the end is complicated and I sometimes get lost in what to do. I, in my opinion, have great ideas for campaigns. But at times it is hard and complicated because filling stuff in is complicated.
Side notes I have struggles with as well are; -What do they find when searching? -What type of awards should they get? -Use of magical items or giving them gifts? Those sort of things.
Stuff found when searching: this is the time to insert clues about who their adversaries really are. They find letters in desks or corpse pockets from one villain to another. Tattoos of their specific cult. Probably not anything so vital they can’t go on if they roll too low to find it, or decline to search the desk. But stuff that makes it feel like they’re doing their homework.
Type of awards: This is all about how generous you want to be as the DM. Realistically, finding a single gold piece on someone is like finding a $50 bill. But players kind of “expect” to see gold coming in by the hundreds by level 3. Just pay attention to what the players seem to want to use their gold for. If they want to spend it all on potions, make sure they’re getting enough gold to buy an occasional potion to satisfy that itch. If they’re saving for armor, make sure they appreciate how long it took to save for that bump to AC, but make sure they can get it before they get too frustrated at their situation.
Magic Items: Again, this is all you and what you want in your games. Just remember that every item you give them, they will find some way to use it to wreck your plot or encounters. But they’ll have fun doing it. Generally, they would each be carrying a magic item or two before hitting level 5. But whether those are just +1 swords and shields, or Rings or Spell Storing is up to the type of shenanigans you want to regulate.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I have many ideas for my campaign. I know where I want things to start, I know where I want conflicts along the way, I know specific fun mini encounters, and I know what I want it to end. However filling in the things in-between from the beginning to the end is complicated and I sometimes get lost in what to do. I, in my opinion, have great ideas for campaigns. But at times it is hard and complicated because filling stuff in is complicated.
Side notes I have struggles with as well are;
-What do they find when searching?
-What type of awards should they get?
-Use of magical items or giving them gifts?
Those sort of things.
Stuff found when searching: this is the time to insert clues about who their adversaries really are. They find letters in desks or corpse pockets from one villain to another. Tattoos of their specific cult. Probably not anything so vital they can’t go on if they roll too low to find it, or decline to search the desk. But stuff that makes it feel like they’re doing their homework.
Type of awards: This is all about how generous you want to be as the DM. Realistically, finding a single gold piece on someone is like finding a $50 bill. But players kind of “expect” to see gold coming in by the hundreds by level 3. Just pay attention to what the players seem to want to use their gold for. If they want to spend it all on potions, make sure they’re getting enough gold to buy an occasional potion to satisfy that itch. If they’re saving for armor, make sure they appreciate how long it took to save for that bump to AC, but make sure they can get it before they get too frustrated at their situation.
Magic Items: Again, this is all you and what you want in your games. Just remember that every item you give them, they will find some way to use it to wreck your plot or encounters. But they’ll have fun doing it. Generally, they would each be carrying a magic item or two before hitting level 5. But whether those are just +1 swords and shields, or Rings or Spell Storing is up to the type of shenanigans you want to regulate.