I've been experimenting with making my group's campaign series into one timeline, so that way lore for one game can be discovered through the other ones we're playing. Is this a good idea, and if anyone's done this already, any tips or tricks?
I think I follow that you're interested in sprinkling in some facts or info or something, from another campaign into your current one? Only concern I would have might be continuity, to ensure leaders, places, factions, etc are all lined up.
In my latest homebrewed campaign, for my players, I have had them teleported to a parallel plane. When they went to the cave from their respective homes, (all within the Forgotten Realms world) they had guards outside and around the cave, offering protection, in case anyone tried to interfere with the teleport spell. These guards were the 4 characters from a retired campaign, where I was a player and one of my players was DM. They seemed to enjoy it and I liked putting it in (was about 10 minutes of the opening of the whole campaign) for some flavor and recognition of our D&D time as a collective.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
When I start DMing campaign an unknown amount of time in the future, I'll most likely set it in the same world as the one I'm running now, either ten years in the future, or in the past (if the current one isn't finished yet).
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
If you want to change a thing but feel limited by the fact that it's all one world but at different times, such as getting rid of a mountain, you can always use the trusty help of the Maze Engine (a device capable of altering reality that is found in the Underdark in OotA). I just have it malfunctioning and altering reality in random, unexpected ways in my campaign. So, that's one way to justify weird changes and other randomness.
A world CAN BE a big place...if you set one campaign in say, the tropical Pirate Coast; and the next in the frozen but volcanically-active land of the Giants, there's no reason why they can't be contemporaneous. I had two campaigns wrap up at different fronts of the same battle, and I'm writing a third that begins at that battle as well.
I think the problem you're going to run into is that unless you guys are playing a LOT, you're not going to get enough of the world packed in to sell - to your players - the effect you're trying to achieve. You can try leveling faster, so you get to the next campaign sooner, but the same core group of people can only play one game of D&D at a time.
I've daydreamed about having enough players and free time to run something like this, where a couple of groups are active on different parts of the world at the same time and interact with one another and compare notes on what they've learned. The practical realities are daunting and sooner or later you have to ask yourself if your world is really all that interesting.
I have been running a persistent world for about 20+ years, every campaign I run in it is set either a different time or a diffferent area, the world began as one town and has just grown. NPCs have lived, died had children, for about 8 years it went into hibernation as life took me away from roleplay. It has seen various gaming systems shape it and has been through cataclysmic change. The stories of hero’s gone has been retold, not always honestly as history has a way of exaggerating things. Some favored player characters have appeared older as NPCs or even been “guest played” by visiting friends returning for a few sessions.
Best thing I ever did and I love it but I would say if your doing this focus on where your players are and leave the rest of the canvas blank for the future.
I am currently running two games set in the same world, but on different continents, the events of both games are occurring at roughly the same time (roughly because of down time activities and such). Two of my players are in both games, and get a kick when news of one game gets told in the other.
I am currently running two games set in the same world, but on different continents, the events of both games are occurring at roughly the same time (roughly because of down time activities and such). Two of my players are in both games, and get a kick when news of one game gets told in the other.
Do you have plans to bring the 2 parties together in an avengers style teamup adventure?
I'm running Out of the Abyss for one group right now, and I will start running Descent into Avernus for a different group in the next few weeks. In my canon this is happening roughly around the same time. I will most likely never have the two groups meet or interact directly but I do like the idea that their actions can shape the shared world which can affect the other group indirectly. If one does something really unexpected this could give me some inspiration for awesome moments in the other game.
I'm running Out of the Abyss for one group right now, and I will start running Descent into Avernus for a different group in the next few weeks. In my canon this is happening roughly around the same time. I will most likely never have the two groups meet or interact directly but I do like the idea that their actions can shape the shared world which can affect the other group indirectly. If one does something really unexpected this could give me some inspiration for awesome moments in the other game.
I wonder how the events of out of the Abyss impact the blood war at that moment, does the absence of the Demon Lords from the battlefield weaken the Demon armies directly, or does the spread of the Abyss and it's influence on the material plane give the forces of Chaotic Evil more power and start to tip the balance in that direction?
I am currently running two games set in the same world, but on different continents, the events of both games are occurring at roughly the same time (roughly because of down time activities and such). Two of my players are in both games, and get a kick when news of one game gets told in the other.
Do you have plans to bring the 2 parties together in an avengers style teamup adventure?
No the level disparity is too high and the continents are very far apart.
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I've been experimenting with making my group's campaign series into one timeline, so that way lore for one game can be discovered through the other ones we're playing. Is this a good idea, and if anyone's done this already, any tips or tricks?
I think I follow that you're interested in sprinkling in some facts or info or something, from another campaign into your current one? Only concern I would have might be continuity, to ensure leaders, places, factions, etc are all lined up.
In my latest homebrewed campaign, for my players, I have had them teleported to a parallel plane. When they went to the cave from their respective homes, (all within the Forgotten Realms world) they had guards outside and around the cave, offering protection, in case anyone tried to interfere with the teleport spell. These guards were the 4 characters from a retired campaign, where I was a player and one of my players was DM. They seemed to enjoy it and I liked putting it in (was about 10 minutes of the opening of the whole campaign) for some flavor and recognition of our D&D time as a collective.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
When I start DMing campaign an unknown amount of time in the future, I'll most likely set it in the same world as the one I'm running now, either ten years in the future, or in the past (if the current one isn't finished yet).
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew: Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
If you want to change a thing but feel limited by the fact that it's all one world but at different times, such as getting rid of a mountain, you can always use the trusty help of the Maze Engine (a device capable of altering reality that is found in the Underdark in OotA). I just have it malfunctioning and altering reality in random, unexpected ways in my campaign. So, that's one way to justify weird changes and other randomness.
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A world CAN BE a big place...if you set one campaign in say, the tropical Pirate Coast; and the next in the frozen but volcanically-active land of the Giants, there's no reason why they can't be contemporaneous. I had two campaigns wrap up at different fronts of the same battle, and I'm writing a third that begins at that battle as well.
I think the problem you're going to run into is that unless you guys are playing a LOT, you're not going to get enough of the world packed in to sell - to your players - the effect you're trying to achieve. You can try leveling faster, so you get to the next campaign sooner, but the same core group of people can only play one game of D&D at a time.
I've daydreamed about having enough players and free time to run something like this, where a couple of groups are active on different parts of the world at the same time and interact with one another and compare notes on what they've learned. The practical realities are daunting and sooner or later you have to ask yourself if your world is really all that interesting.
I have been running a persistent world for about 20+ years, every campaign I run in it is set either a different time or a diffferent area, the world began as one town and has just grown. NPCs have lived, died had children, for about 8 years it went into hibernation as life took me away from roleplay. It has seen various gaming systems shape it and has been through cataclysmic change. The stories of hero’s gone has been retold, not always honestly as history has a way of exaggerating things. Some favored player characters have appeared older as NPCs or even been “guest played” by visiting friends returning for a few sessions.
Best thing I ever did and I love it but I would say if your doing this focus on where your players are and leave the rest of the canvas blank for the future.
I am currently running two games set in the same world, but on different continents, the events of both games are occurring at roughly the same time (roughly because of down time activities and such). Two of my players are in both games, and get a kick when news of one game gets told in the other.
Do you have plans to bring the 2 parties together in an avengers style teamup adventure?
I'm running Out of the Abyss for one group right now, and I will start running Descent into Avernus for a different group in the next few weeks. In my canon this is happening roughly around the same time. I will most likely never have the two groups meet or interact directly but I do like the idea that their actions can shape the shared world which can affect the other group indirectly. If one does something really unexpected this could give me some inspiration for awesome moments in the other game.
I wonder how the events of out of the Abyss impact the blood war at that moment, does the absence of the Demon Lords from the battlefield weaken the Demon armies directly, or does the spread of the Abyss and it's influence on the material plane give the forces of Chaotic Evil more power and start to tip the balance in that direction?
No the level disparity is too high and the continents are very far apart.