Some family and friends have recently become interested in playing D&D and I'm thinking of doing a homebrew campaign. The hook is a magic portal that sends you to different locations/domains/planes depending on the item(s) offered/sacrificed (Think .hack but with items instead of keywords). Enemies are coming through the portal attacking the kingdom and the PC's are initially tasked with defending at the portal and ultimately shutting it down. I'm thinking that the different items determine CR, element, location type, etc. Any ideas that I could use to really make this come to life? For now, all I've got are the core rulebooks with plans to get others as I get more money. Thanks in advance.
You called this a campaign which to me implies some sort of level and story progression. With that in mind, I think I would start with a list of low level encounters, including any pre-written adventures you want to incorporate and then link each to an item or items. (Later, you can do the same for higher tiers.) You may also want to ask your players for input on this. Since your basic portal premise allows so many possibilities, why not ask them what they would like to see or encounter?
Next, in order to prevent your campaign from turning into just a series of one-shots, you should consider adding links like specific people -- friends and foes alike -- who will be recurring faces. This also gives your players the chance to develop relationships or build their reputation. Who gives them the job of defending the kingdom from these incursions? Who supports of hinders them? Where do they get funds and supplies?
You will probably also want to think about the larger story arc that spans and ties together these adventures/chapters. For example, who built this portal originally and what happened to them? Who or what is using it now and for what purpose? How can it be shut down? You could include clues to all these things in different parts of your story. As they learn more about the portal will the players be more or less willing to close it? What is ultimately at stake? Are there rivals working to stop the player characters? One single BBEG? In the end, do they need to somehow magically lock the portal or to destroy it? What effects will this have on the kingdom and the world at large?
I believe that if you start with an overall outline and then fill in the details, you will have a successful campaign. The important thing is that you and your players have fun. Also, on that note, do not worry too much about buying all the books. The core rulebooks are really all you need, although if you are adding one, I would recommend Xanathar's Guide to Everything for the spells and character options.
Thanks. Since I'm still working on the idea, you have given me some very good suggestions to work with. I like the idea of finding out who built the portal, why they built it, and what happened to them, so i might go more that direction than an invasion. I think that might push the story into more of a Stargate SG-1 kind of feel. More about exploration and the like. Thank you very much.
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Some family and friends have recently become interested in playing D&D and I'm thinking of doing a homebrew campaign. The hook is a magic portal that sends you to different locations/domains/planes depending on the item(s) offered/sacrificed (Think .hack but with items instead of keywords). Enemies are coming through the portal attacking the kingdom and the PC's are initially tasked with defending at the portal and ultimately shutting it down. I'm thinking that the different items determine CR, element, location type, etc. Any ideas that I could use to really make this come to life? For now, all I've got are the core rulebooks with plans to get others as I get more money. Thanks in advance.
You called this a campaign which to me implies some sort of level and story progression. With that in mind, I think I would start with a list of low level encounters, including any pre-written adventures you want to incorporate and then link each to an item or items. (Later, you can do the same for higher tiers.) You may also want to ask your players for input on this. Since your basic portal premise allows so many possibilities, why not ask them what they would like to see or encounter?
Next, in order to prevent your campaign from turning into just a series of one-shots, you should consider adding links like specific people -- friends and foes alike -- who will be recurring faces. This also gives your players the chance to develop relationships or build their reputation. Who gives them the job of defending the kingdom from these incursions? Who supports of hinders them? Where do they get funds and supplies?
You will probably also want to think about the larger story arc that spans and ties together these adventures/chapters. For example, who built this portal originally and what happened to them? Who or what is using it now and for what purpose? How can it be shut down? You could include clues to all these things in different parts of your story. As they learn more about the portal will the players be more or less willing to close it? What is ultimately at stake? Are there rivals working to stop the player characters? One single BBEG? In the end, do they need to somehow magically lock the portal or to destroy it? What effects will this have on the kingdom and the world at large?
I believe that if you start with an overall outline and then fill in the details, you will have a successful campaign. The important thing is that you and your players have fun. Also, on that note, do not worry too much about buying all the books. The core rulebooks are really all you need, although if you are adding one, I would recommend Xanathar's Guide to Everything for the spells and character options.
Thanks. Since I'm still working on the idea, you have given me some very good suggestions to work with. I like the idea of finding out who built the portal, why they built it, and what happened to them, so i might go more that direction than an invasion. I think that might push the story into more of a Stargate SG-1 kind of feel. More about exploration and the like. Thank you very much.