I have an interesting idea for a campaign and I would like to see what you guys think of it
A powerful wizard created a powerful artifact known as the Heart of the Obyrith. It was sought out by the cult of a demon lord to be used in a ritual to make said demon lord incredibly powerful. An organization of good mages found it instead and, upon learning of what it was capable of doing, set out to create a different artifact to destroy it. Before they could, the cult attacked their home base and nearly claimed it for themselves, but one mage used the incomplete artifact to shatter it and send its pieces to random parts of the world.
The party would stumble across one of the fragments by accident and be contacted by the organization of good mages. They would task them with finding the other pieces of the artifact needed to destroy the heart while another adventuring party seeks out the rest of the shards. The party would set out on a series of quests to complete the artifact. Before they return with the components needed, however, a member of the other partty seeking the shards would be captured and interrogated. He would give out the location of the place the shards were hidden , which would be attacked by the cult and the shards would be transported to the demon lord to be reforged as the Heart of the Obyrith. The party would then have to talk a couple of other demon lords into attacking the demon lord's layer of the abyss in order to give themselves a chance to infiltrate his lair and destroy the Heart of the Obyrith before the demon lord can use it in a ritual to make himself incredibly powerful.
Ok, I'm a very new and inexperienced DM myself so take what I say with a grain of salt.
I do think it seems nice, you have a little bit of backstory and a clear theme (the scattered shards trope is old but it can probably work very well if done right)
It's good to know what kinds of quests the players will get into, especially with this kind of thing it could easily become a very monotone "ok now let's go find the next shard ...". However, your plan seems very detailed and runs the risk of not being flexible enough. While something might seem like a good twist or turn to the story beforehand, once you get there there might be better things to do with the story. The players might not act in the way you thought, or might not enjoy the things you thought they would, or they might get invested in something you hadn't expected.
Planning ahead what turns the story will take runs the risk of feeling forced or disconnected from the players. If they feel like they are just watching your story rather than being the story, then you have a problem. The players should always feel like they are the center.
Having a plan is good, but always be ready to scrap it at any moment.
Also, about the good mages giving the pcs quests, I'm not sure how big deal this actually is, but there is the thing about the powerful entity tasking low level characters with things that they could have done better and easier themselves. The players can feel like the organisation should be giving them more help than they are, but if they did it could break the game. There are ways of solving this though, and it doesn't need to be an issue in the first place.
Anyway, good luck and I'm jealous of your players who will get to see how it turns out!
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I have an interesting idea for a campaign and I would like to see what you guys think of it
A powerful wizard created a powerful artifact known as the Heart of the Obyrith. It was sought out by the cult of a demon lord to be used in a ritual to make said demon lord incredibly powerful. An organization of good mages found it instead and, upon learning of what it was capable of doing, set out to create a different artifact to destroy it. Before they could, the cult attacked their home base and nearly claimed it for themselves, but one mage used the incomplete artifact to shatter it and send its pieces to random parts of the world.
The party would stumble across one of the fragments by accident and be contacted by the organization of good mages. They would task them with finding the other pieces of the artifact needed to destroy the heart while another adventuring party seeks out the rest of the shards. The party would set out on a series of quests to complete the artifact. Before they return with the components needed, however, a member of the other partty seeking the shards would be captured and interrogated. He would give out the location of the place the shards were hidden , which would be attacked by the cult and the shards would be transported to the demon lord to be reforged as the Heart of the Obyrith. The party would then have to talk a couple of other demon lords into attacking the demon lord's layer of the abyss in order to give themselves a chance to infiltrate his lair and destroy the Heart of the Obyrith before the demon lord can use it in a ritual to make himself incredibly powerful.
What do you guys think?
Ok, I'm a very new and inexperienced DM myself so take what I say with a grain of salt.
I do think it seems nice, you have a little bit of backstory and a clear theme (the scattered shards trope is old but it can probably work very well if done right)
It's good to know what kinds of quests the players will get into, especially with this kind of thing it could easily become a very monotone "ok now let's go find the next shard ...". However, your plan seems very detailed and runs the risk of not being flexible enough. While something might seem like a good twist or turn to the story beforehand, once you get there there might be better things to do with the story. The players might not act in the way you thought, or might not enjoy the things you thought they would, or they might get invested in something you hadn't expected.
Planning ahead what turns the story will take runs the risk of feeling forced or disconnected from the players. If they feel like they are just watching your story rather than being the story, then you have a problem. The players should always feel like they are the center.
Having a plan is good, but always be ready to scrap it at any moment.
Also, about the good mages giving the pcs quests, I'm not sure how big deal this actually is, but there is the thing about the powerful entity tasking low level characters with things that they could have done better and easier themselves. The players can feel like the organisation should be giving them more help than they are, but if they did it could break the game. There are ways of solving this though, and it doesn't need to be an issue in the first place.
Anyway, good luck and I'm jealous of your players who will get to see how it turns out!