I have purposed to the two groups that I am going to be DMing for that they share the same world. One of the groups is made up of fairly experienced players whilst the other is mainly made up of newer players (We're finishing up a Call of Cthulhu campaign in the next two weeks). So the more experienced group will set foot in the world first, and will naturally be on a different location of the continent and on a different grand campaign to the newer group. The idea is that by having both parties in the world, and interacting and questing, what each party does will indirectly, or directly, effect the world for the other party (for example, one party could destroy a guild hideout in a city that the other party frequents). In theory, I believe that this will make the world much more dynamic and feel more real, as they are not the only group interfering with the goings on of the land.
Any feedback on the idea, or suggestions on how to make it run smoother would be much appreciated.
I think It's a cool idea. I don't know that I have any advice to give. But I am doing something similar. I started a group in LMoP and they were having so much fun I tweaked a bunch of stuff to make it a prequel to HotDQ (Greenest became Phandalin etc) But then one member of the group was unavailable a lot so I started another campaign with the rest of the members who could make it more frequently. I took them through Sunless Citadel and they are almost done with The Forge of Fury now. I tweaked both of those adventures to fit HotDQ. In Horde the Dragon cult already has most of the masks. So I put one mask in Sunless Citadel and another in Forge of Fury and I have the "new" party trying to stop them from getting them. My intention is to blend both campaigns until they meet at the same place for the climax of Horde. At that point most of them will be running two characters...plenty of room for characters to die for the cause but still have the player have a horse in the race, so to speak.
My favorite DM has been developing his Campaign World since he was in high school. Each new campaign centers around a different area or task, so the world is constantly growing and becoming more detailed. Several major NPCs are in fact versions of long ago PCs and one can still hear tales of their exploits or research their past deeds. This has made a very rich and intricate world to explore and we all love playing in it.
Some links that I can recall have included:
1) A party clears out the thieves guild in a major city. A later campaign begins with the PCs as apprentice thieves fleeing from the destruction.
2) That party goes on to clear out a beholder nest underground and saves a nearby town. Decades later, a mysterious spell-caster recruits a new group of PCs to avenge his fallen "brothers" who were cruelly attacked by thieves and assassins.
3) A villain creates a clone of one of the PCs which the party manages to steal/rescue. Later, the clone goes on the hunt for the child of the original PC who was left behind at a temple for safety while the parent tried to fight a lich.
And of course there are always the children, younger siblings or star-struck admirers of any party who go on to follow in their footsteps, try to prove themselves superior, or vow to redeem /vanquish the memory of their predecessors.
I think this is a great idea and an excellent way to add flavor to your world.
As far a suggestions to keep it working smoothly, I can think of two things I have seen him do. 1) Keep detailed notes, on important accomplishments, which can include how opponents or outsiders will see or react to these events. 2) Encourage feedback from your players. This can lead to new insights, ideas or out-right plot twists that can provide anything from rumors to adventure hooks to a whole new story line.
At that point most of them will be running two characters...plenty of room for characters to die for the cause but still have the player have a horse in the race, so to speak.
That is a similar idea that I have discussed with the veteran group I DM for; we've decided in an ideal world that the two parties will come together to either fight for or against each other in an epic finale. Then any follow up campaigns will take place in a different age of the world, where the victors are beloved heroes of folk lore.
As far a suggestions to keep it working smoothly, I can think of two things I have seen him do. 1) Keep detailed notes, on important accomplishments, which can include how opponents or outsiders will see or react to these events. 2) Encourage feedback from your players. This can lead to new insights, ideas or out-right plot twists that can provide anything from rumors to adventure hooks to a whole new story line.
I will be honest, the feedback bit I had not considered. For clarification do you mean feedback as in ask how the players think their actions would be perceived?
You ever hear the trick where a person plays chess against two people blindfolded at the same time.
the trick is that they play one persons moves against the other ;)
What if they are each others BBEG
In essence, yes I am slightly pitting them against each other based on the two parties starting location/reputation. One party (the veteran group) is starting in a higher part of society so many of the worlds guilds are less desirable; therefore the newer group will start in a lower standing and work with these guilds.
To clarify, yes ask the players how their actions might be seen by others, but also what their own motives and thoughts were as well as the thoughts and reactions of their party members. "Seriously? She wants to rescue the stupid birds?" // "Yeah, I guess it's some tribal totem thing or something."
Consider their reactions to major NPCs. "I like him." // "He's so full of himself, he's blind to everything else." // "We don't know his real agenda." Who is right? Is anyone? What if things are not what they seem? If something has changed, what caused it? [Once the answer was that a powerful artifact that had helped the ruler of the city establish peace and order was slowly eating away at his free-will, forcing him to be strictly lawful in all circumstances.]
The last part of what you can glean from player feedback is speculation. What do they think will happen? What do they fear? A player character recently rescued a group of war orphans, escorted them to a nearby city and arranged to have them placed in an orphanage. "Maybe one of them will grow up to be a great warrior." was his comment to the GM. Maybe.... or maybe one of them will be embittered, maybe one will run away, maybe one is not an orphan at all, but the child of a deserter who is out there plotting something right now.
Let their ideas fuel your creativity. Your players are your best resource.
Ah thank you for the clarification. I will be honest, outside of the initial world building and character creation I had never really considered using the players thoughts on whats happening on the world effect the game like that; obviously with having two parties in the same world that was the start of the realization. I agree, I believe that will now be the best course of action to develop the world. Then the events that take place in these campaigns will become part of the world's history, and part of the next campaign.
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Hi,
I have purposed to the two groups that I am going to be DMing for that they share the same world. One of the groups is made up of fairly experienced players whilst the other is mainly made up of newer players (We're finishing up a Call of Cthulhu campaign in the next two weeks). So the more experienced group will set foot in the world first, and will naturally be on a different location of the continent and on a different grand campaign to the newer group. The idea is that by having both parties in the world, and interacting and questing, what each party does will indirectly, or directly, effect the world for the other party (for example, one party could destroy a guild hideout in a city that the other party frequents). In theory, I believe that this will make the world much more dynamic and feel more real, as they are not the only group interfering with the goings on of the land.
Any feedback on the idea, or suggestions on how to make it run smoother would be much appreciated.
I think It's a cool idea. I don't know that I have any advice to give. But I am doing something similar. I started a group in LMoP and they were having so much fun I tweaked a bunch of stuff to make it a prequel to HotDQ (Greenest became Phandalin etc) But then one member of the group was unavailable a lot so I started another campaign with the rest of the members who could make it more frequently. I took them through Sunless Citadel and they are almost done with The Forge of Fury now. I tweaked both of those adventures to fit HotDQ. In Horde the Dragon cult already has most of the masks. So I put one mask in Sunless Citadel and another in Forge of Fury and I have the "new" party trying to stop them from getting them. My intention is to blend both campaigns until they meet at the same place for the climax of Horde. At that point most of them will be running two characters...plenty of room for characters to die for the cause but still have the player have a horse in the race, so to speak.
We'll see how it works out so far its been great.
My favorite DM has been developing his Campaign World since he was in high school. Each new campaign centers around a different area or task, so the world is constantly growing and becoming more detailed. Several major NPCs are in fact versions of long ago PCs and one can still hear tales of their exploits or research their past deeds. This has made a very rich and intricate world to explore and we all love playing in it.
Some links that I can recall have included:
1) A party clears out the thieves guild in a major city. A later campaign begins with the PCs as apprentice thieves fleeing from the destruction.
2) That party goes on to clear out a beholder nest underground and saves a nearby town. Decades later, a mysterious spell-caster recruits a new group of PCs to avenge his fallen "brothers" who were cruelly attacked by thieves and assassins.
3) A villain creates a clone of one of the PCs which the party manages to steal/rescue. Later, the clone goes on the hunt for the child of the original PC who was left behind at a temple for safety while the parent tried to fight a lich.
And of course there are always the children, younger siblings or star-struck admirers of any party who go on to follow in their footsteps, try to prove themselves superior, or vow to redeem /vanquish the memory of their predecessors.
I think this is a great idea and an excellent way to add flavor to your world.
As far a suggestions to keep it working smoothly, I can think of two things I have seen him do. 1) Keep detailed notes, on important accomplishments, which can include how opponents or outsiders will see or react to these events. 2) Encourage feedback from your players. This can lead to new insights, ideas or out-right plot twists that can provide anything from rumors to adventure hooks to a whole new story line.
You ever hear the trick where a person plays chess against two people blindfolded at the same time.
the trick is that they play one persons moves against the other ;)
What if they are each others BBEG
That is a similar idea that I have discussed with the veteran group I DM for; we've decided in an ideal world that the two parties will come together to either fight for or against each other in an epic finale. Then any follow up campaigns will take place in a different age of the world, where the victors are beloved heroes of folk lore.
I will be honest, the feedback bit I had not considered. For clarification do you mean feedback as in ask how the players think their actions would be perceived?
In essence, yes I am slightly pitting them against each other based on the two parties starting location/reputation. One party (the veteran group) is starting in a higher part of society so many of the worlds guilds are less desirable; therefore the newer group will start in a lower standing and work with these guilds.
My apologies, Nine_Nine
To clarify, yes ask the players how their actions might be seen by others, but also what their own motives and thoughts were as well as the thoughts and reactions of their party members. "Seriously? She wants to rescue the stupid birds?" // "Yeah, I guess it's some tribal totem thing or something."
Consider their reactions to major NPCs. "I like him." // "He's so full of himself, he's blind to everything else." // "We don't know his real agenda." Who is right? Is anyone? What if things are not what they seem? If something has changed, what caused it? [Once the answer was that a powerful artifact that had helped the ruler of the city establish peace and order was slowly eating away at his free-will, forcing him to be strictly lawful in all circumstances.]
The last part of what you can glean from player feedback is speculation. What do they think will happen? What do they fear? A player character recently rescued a group of war orphans, escorted them to a nearby city and arranged to have them placed in an orphanage. "Maybe one of them will grow up to be a great warrior." was his comment to the GM. Maybe.... or maybe one of them will be embittered, maybe one will run away, maybe one is not an orphan at all, but the child of a deserter who is out there plotting something right now.
Let their ideas fuel your creativity. Your players are your best resource.
Ah thank you for the clarification. I will be honest, outside of the initial world building and character creation I had never really considered using the players thoughts on whats happening on the world effect the game like that; obviously with having two parties in the same world that was the start of the realization. I agree, I believe that will now be the best course of action to develop the world. Then the events that take place in these campaigns will become part of the world's history, and part of the next campaign.