So I'm running the next DND campaign and basically wanted to try crafting a story based on The Wolf Among Us telltale game. For those who don't know, the basic plot is all of the famous fairy tale creatures and mythology exist in secret within new york (kind of like Percy Jackson) and you play the big bad wolf as he investigates a murder while trying to keep the rest of the hidden community in line. There's lots of subplots and unique interactions along with a pretty good story, so I thought using it as the base could be a really cool setting.
I'd basically set it up to follow the same story as the games (since none of my friends have ever played it before) where they are a group of detectives working to solve the case. What I'm looking for is some tips on how to home-brew and prepare something like this, assuming the players start at level 3? While also giving them the ability to make their own choices and not be forced to follow the general path I lay out? Like if they are set up to do one thing and decide to blow up a building instead. Obviously that's every DMs struggle, but for a home-brew, what do you suggest I be ready for?
So I'm running the next DND campaign and basically wanted to try crafting a story based on The Wolf Among Us telltale game. For those who don't know, the basic plot is all of the famous fairy tale creatures and mythology exist in secret within new york (kind of like Percy Jackson) and you play the big bad wolf as he investigates a murder while trying to keep the rest of the hidden community in line. There's lots of subplots and unique interactions along with a pretty good story, so I thought using it as the base could be a really cool setting.
I'd basically set it up to follow the same story as the games (since none of my friends have ever played it before) where they are a group of detectives working to solve the case. What I'm looking for is some tips on how to home-brew and prepare something like this, assuming the players start at level 3? While also giving them the ability to make their own choices and not be forced to follow the general path I lay out? Like if they are set up to do one thing and decide to blow up a building instead. Obviously that's every DMs struggle, but for a home-brew, what do you suggest I be ready for?