Hey all! I'm going to be DMing my first multi-session campaign. It's a homebrew I've been fiddling with since around 2011ish. I have the world, governments, race relations and politics all sorted and the basic overarching social heirarchey. I have all the main big story beats mapped out but I also want to lean in the direction of giving the players almost complete control of how they go about the adventure.
My plan right now for the players is to push them in a certain direction with the opening of the campaign, but I want them to really make a name for themselves by helping the local populous and surviving dangerous encounters. I'm planning on having the main story beats be conveyed through world events, events that players can't really ignore, no matter what their current adventure is. I plan on making them subtle world queues at first, like whispers among commoners and peasents; than later in the campaign make them more obvious like notable nobles or dignitaries coming directly to the party for help against the overarching big bad. All the way up to actual map changing world events.
My question to everyone is what kind of story telling do you prefer to use? I'm just looking to get a collection of opinions, maybe I can form my own form of story telling with some suggestions.
I like to include pieces from the characters' backstories and on going consequences to their actions. This can be something small like a young girl offering the Ranger a handful of dandelions because he saved her father, or something epic like a legendary sword they gain on one quest with properties that will slowly unlock to reflect the wielders attainments. So, one of my PCs has discovered that an old rival is operating in a near-by city. Another learned that his mentor was once part of the group he is currently assisting, and the BBEG of the next story arc was responsible for the death of one PCs mother. I find that these connections tend to give missions more personal meaning and make the characters feel more a part of the world as a whole.
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Hey all! I'm going to be DMing my first multi-session campaign. It's a homebrew I've been fiddling with since around 2011ish. I have the world, governments, race relations and politics all sorted and the basic overarching social heirarchey. I have all the main big story beats mapped out but I also want to lean in the direction of giving the players almost complete control of how they go about the adventure.
My plan right now for the players is to push them in a certain direction with the opening of the campaign, but I want them to really make a name for themselves by helping the local populous and surviving dangerous encounters. I'm planning on having the main story beats be conveyed through world events, events that players can't really ignore, no matter what their current adventure is. I plan on making them subtle world queues at first, like whispers among commoners and peasents; than later in the campaign make them more obvious like notable nobles or dignitaries coming directly to the party for help against the overarching big bad. All the way up to actual map changing world events.
My question to everyone is what kind of story telling do you prefer to use? I'm just looking to get a collection of opinions, maybe I can form my own form of story telling with some suggestions.
I prefer to go against type.
The Cowardly Ogre. The Brave Kobold. The Good(ish) vampire. The Paladin of Vengeance.
I like to include pieces from the characters' backstories and on going consequences to their actions. This can be something small like a young girl offering the Ranger a handful of dandelions because he saved her father, or something epic like a legendary sword they gain on one quest with properties that will slowly unlock to reflect the wielders attainments. So, one of my PCs has discovered that an old rival is operating in a near-by city. Another learned that his mentor was once part of the group he is currently assisting, and the BBEG of the next story arc was responsible for the death of one PCs mother. I find that these connections tend to give missions more personal meaning and make the characters feel more a part of the world as a whole.