I’ve decided that after my current campaign ends I’m going to try my hand at a megadungeon, following the Book of Many Things campaign spread, and its dungeon generation method (but extremely extended, of course).
Because I still want this campaign to have a plot and roleplaying opportunities, I want to give each player the option to select a couple out of several backstory hooks that will provide them ongoing motivations and rp opportunities while inside the dungeon. These are what I have so far:
1. (Everyone will come up with an answer for this one.) You have heard of the legendary Deck of Many Things. While you don’t know much about it, you did hear of one card in particular that would solve a problem of yours. What is the card, what is the problem, and how far would you go to get it?
The following I want to have more of, so each player can take more than one if they want. Each one comes with some kind of advantage they can get either because they took it or once they find the thing in it.
Connection to the town fortune teller (you will have advantage on wis checks interpreting cards and divination)
Connection to the town wizard/archivist (he will send you messages about what’s going on above.)
Connection to someone who got lost in the dungeon and never came out (ally to save)
Has been in the dungeon before (comes with advantage on int checks about the dungeon)
I could use some help coming up with a few more. The main goal of these is to give the players a few motivations right from the start and give them things to rp with, so I want their characters to be able to have more than one personally exciting thing happen to them. (Of course as the campaign actually happens and develops I’ll be able to interpret cards as events that’ll make my players/characters feel certain ways, but I want to make sure I give them a solid start :) )
Turn it on its head. Ask the players their ideas for what connections, etc., their character has. "This is the concept; let's brainstorm more ideas that fit!"
Turn it on its head. Ask the players their ideas for what connections, etc., their character has. "This is the concept; let's brainstorm more ideas that fit!"
Oh totally, and I’ll make sure to do that if i get some good backstories/ideas. I mainly ask this because often times I play with inexperienced players, so giving them some options to build a good backstory around really helps them create something roleplayable instead of just “this thing happened to me in the past and now I’m an adventurer with no discernible motivation”
now I don't know ANYTHING about the book of many things or its dungeon generation method, but if the treasure is the Deck Of Many Things itself, what if there were different rooms in the dungeon based on different cards in the deck? I heard something about lesser DOMTs in that book, so what if they were decoy treasures? idk, I'm just spitballing here
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About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
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I’ve decided that after my current campaign ends I’m going to try my hand at a megadungeon, following the Book of Many Things campaign spread, and its dungeon generation method (but extremely extended, of course).
Because I still want this campaign to have a plot and roleplaying opportunities, I want to give each player the option to select a couple out of several backstory hooks that will provide them ongoing motivations and rp opportunities while inside the dungeon. These are what I have so far:
1. (Everyone will come up with an answer for this one.) You have heard of the legendary Deck of Many Things. While you don’t know much about it, you did hear of one card in particular that would solve a problem of yours. What is the card, what is the problem, and how far would you go to get it?
The following I want to have more of, so each player can take more than one if they want. Each one comes with some kind of advantage they can get either because they took it or once they find the thing in it.
I could use some help coming up with a few more. The main goal of these is to give the players a few motivations right from the start and give them things to rp with, so I want their characters to be able to have more than one personally exciting thing happen to them. (Of course as the campaign actually happens and develops I’ll be able to interpret cards as events that’ll make my players/characters feel certain ways, but I want to make sure I give them a solid start :) )
:)
Turn it on its head. Ask the players their ideas for what connections, etc., their character has. "This is the concept; let's brainstorm more ideas that fit!"
Oh totally, and I’ll make sure to do that if i get some good backstories/ideas. I mainly ask this because often times I play with inexperienced players, so giving them some options to build a good backstory around really helps them create something roleplayable instead of just “this thing happened to me in the past and now I’m an adventurer with no discernible motivation”
:)
now I don't know ANYTHING about the book of many things or its dungeon generation method, but if the treasure is the Deck Of Many Things itself, what if there were different rooms in the dungeon based on different cards in the deck? I heard something about lesser DOMTs in that book, so what if they were decoy treasures? idk, I'm just spitballing here
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!