I have a few different campaigns that I want to run.
I would like some feedback on the settings in case my players are indeciseve when I ask them what they want to play.
Some of them are in the same world, reclandar, nikinost, and Flastorn.
And the one thats not, does not have a name for the place yet, just a campaign name.
Reclandar
The PC's are responding to fliers requesting any body men, and women to join a group thats trying to rebuild after a near apocalypse.
Well known hero's fought along side of huge elementals near deity in proportion, to save the world from a threat.
This campaign is what happends after that, after the hero's sacrifice too save the world almost destroid the whole continent, and nearly collapsed the weav of magic in on itself.
Nikinost
The PC's are ariving on the large island of Nikinost. Drawn there by strange invitation from a mysterious writer that knew a little to much about them.
The actual campaign is going to be a scavenger hunt of sorts. The things they will nees to get will either be hidden in ruins or dungeons. Or on display in noblemens gallarys and need to be stolen or bartered.
I have no ideas for an end for this one yet, I can see how things are going and plan something good.
Flastorn
This kingdom is on the verg of civil war. Each city embody ether nature, or industrialisation. With the capital having a delicat balance of both.
The PC's will get roped into escalating situations and end up having to face against the mastermind that is the one trying to tip the delicat balance of this kingdom.
I originally though that this kingdom is so great, and more advanced than the other continents in my game world because a man struck a deal with a powerful entity, however the entities power forces ballance.
When the entity made the kingdom great long ago, it was forced to bring ruin to its home. Now thats it's back, its trying to carefully break the kingdom, so its power can bring back its home.
The last one is just called guilded Adventures. And does not(for now) take place in the same game world as the other three.
The PC's, for their own reasons, are joining a Adventurers guild.
Small ripples in the planer fabric have been making mini planes. Most of them turn into sprawling dungeons.
Some Adventuring guilds making their job to rescue anyone foolish enough to get lost in them, and protect people from the dangers that come out of the mini planes.
I plan on some time travel trickery too, for this one.
But... I think you should scrub these ideas of any potential spoilers and put the hook for each in front of your players and ask which one THEY like. I'm not going to be playing in this campaign -- they are. So what they like best is what matters.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Let's see. I like the second one and the third. I was wondering if there was a way to merge the two into one campaign so it is more of a mix of high adventure and dungeon crawls.
With that said...I agree with Bio on giving an abbreviated hook to see which the players would enjoy. Back in my 2nd edition days, I ran a game that I thought was awesome and the players just looked dead eye in the second game of this sprawling epic adventure of revenge (at least to me it was) and they could care less about it. Now, you may know your players better so maybe you can gauge, as these three options may be written to their liking, which they would enjoy more, but more importantly what you feel you can put your most enjoyment into running.
Thank you, I was planing on giving them a hook, or kinda a pitch for the games.
This thread was for if they can't decide, or dont care to decide. And also some feedback to make the settings better.
I realise that the game may not be an epic adventure. It may just need to be some murderhoboing with some loose story. But I want the option of something epic if the need arises.
My players are. New player, she is not new to fantasy just TTRPGs. A guy who knows the rules but does not get to play many games. And another fellow whom knows rules, stats, party makeup....not quite a veteran....but knowas alot.
I have a game coming up where I am the dm.
I have a few different campaigns that I want to run.
I would like some feedback on the settings in case my players are indeciseve when I ask them what they want to play.
Some of them are in the same world, reclandar, nikinost, and Flastorn.
And the one thats not, does not have a name for the place yet, just a campaign name.
Reclandar
The PC's are responding to fliers requesting any body men, and women to join a group thats trying to rebuild after a near apocalypse.
Well known hero's fought along side of huge elementals near deity in proportion, to save the world from a threat.
This campaign is what happends after that, after the hero's sacrifice too save the world almost destroid the whole continent, and nearly collapsed the weav of magic in on itself.
Nikinost
The PC's are ariving on the large island of Nikinost. Drawn there by strange invitation from a mysterious writer that knew a little to much about them.
The actual campaign is going to be a scavenger hunt of sorts. The things they will nees to get will either be hidden in ruins or dungeons. Or on display in noblemens gallarys and need to be stolen or bartered.
I have no ideas for an end for this one yet, I can see how things are going and plan something good.
Flastorn
This kingdom is on the verg of civil war. Each city embody ether nature, or industrialisation. With the capital having a delicat balance of both.
The PC's will get roped into escalating situations and end up having to face against the mastermind that is the one trying to tip the delicat balance of this kingdom.
I originally though that this kingdom is so great, and more advanced than the other continents in my game world because a man struck a deal with a powerful entity, however the entities power forces ballance.
When the entity made the kingdom great long ago, it was forced to bring ruin to its home. Now thats it's back, its trying to carefully break the kingdom, so its power can bring back its home.
The last one is just called guilded Adventures. And does not(for now) take place in the same game world as the other three.
The PC's, for their own reasons, are joining a Adventurers guild.
Small ripples in the planer fabric have been making mini planes. Most of them turn into sprawling dungeons.
Some Adventuring guilds making their job to rescue anyone foolish enough to get lost in them, and protect people from the dangers that come out of the mini planes.
I plan on some time travel trickery too, for this one.
What do you all think?
Wich one do you like best?
What would you fix about them?
I am open to feedback!
Thank you.
Have a good day, or night!
Current game- Pelegos: Singularity
Game world- Thad'thra, homebrew
Role- DM
Players- Maro: Light Cleric, Rivqah: Feind Warlock, Kortek: Artillerist Artificer
Plot: Uncover a conspiracy and truth behind the Dragon, Blasphemy, and the light of the kingdom that was stollen. Drenching Baranara into shadow.
Personally I like the last one.
But... I think you should scrub these ideas of any potential spoilers and put the hook for each in front of your players and ask which one THEY like. I'm not going to be playing in this campaign -- they are. So what they like best is what matters.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Let's see. I like the second one and the third. I was wondering if there was a way to merge the two into one campaign so it is more of a mix of high adventure and dungeon crawls.
With that said...I agree with Bio on giving an abbreviated hook to see which the players would enjoy. Back in my 2nd edition days, I ran a game that I thought was awesome and the players just looked dead eye in the second game of this sprawling epic adventure of revenge (at least to me it was) and they could care less about it. Now, you may know your players better so maybe you can gauge, as these three options may be written to their liking, which they would enjoy more, but more importantly what you feel you can put your most enjoyment into running.
Thank you, I was planing on giving them a hook, or kinda a pitch for the games.
This thread was for if they can't decide, or dont care to decide. And also some feedback to make the settings better.
I realise that the game may not be an epic adventure. It may just need to be some murderhoboing with some loose story. But I want the option of something epic if the need arises.
My players are. New player, she is not new to fantasy just TTRPGs. A guy who knows the rules but does not get to play many games. And another fellow whom knows rules, stats, party makeup....not quite a veteran....but knowas alot.
Current game- Pelegos: Singularity
Game world- Thad'thra, homebrew
Role- DM
Players- Maro: Light Cleric, Rivqah: Feind Warlock, Kortek: Artillerist Artificer
Plot: Uncover a conspiracy and truth behind the Dragon, Blasphemy, and the light of the kingdom that was stollen. Drenching Baranara into shadow.