Matt Colville said that its good for DMs to propose games to their players to find what they want to play. So in this thread, propose your campaign ideas. See what people here like and then propose it to your players.
The Inquisition has accused the party of heinous crimes, and is seeking their arrest and execution. Regardless of any criminal backgrounds, the PCs did not commit the crimes that the Inquisition is claiming. The Part must evade their pursuers, clear their names, and discover why they were accused in the first place.
For this, I usually have a general idea, and then ask the party for their backstory and what they would like to see out of the campaign. Then I do my best to put all the pieces together into a cohesive narrative. It makes for a lot of fun, and gets everybody involved (when it works)
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I have done this and it has brought new players into the game. The game is an apocalypse where they play themselves, magic has entered the world (they have no idea why) death is permanent and as the dm you preface that this world is unforgiving. This game was suppose to be a one off for my players but it became a campaign and the players have loved it. The players that have died like to come just to see what the players do and what they have missed. Betrayal and murder are all options which can lead to very tense moments where players can even knock each other out of the game. I try to be unforgiving but leave ample opportunity for redemption and fair play.
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Matt Colville said that its good for DMs to propose games to their players to find what they want to play. So in this thread, propose your campaign ideas. See what people here like and then propose it to your players.
bad news bears team of adventurers :)
Goblinoid party
The Inquisition has accused the party of heinous crimes, and is seeking their arrest and execution. Regardless of any criminal backgrounds, the PCs did not commit the crimes that the Inquisition is claiming. The Part must evade their pursuers, clear their names, and discover why they were accused in the first place.
For this, I usually have a general idea, and then ask the party for their backstory and what they would like to see out of the campaign. Then I do my best to put all the pieces together into a cohesive narrative. It makes for a lot of fun, and gets everybody involved (when it works)
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I have done this and it has brought new players into the game. The game is an apocalypse where they play themselves, magic has entered the world (they have no idea why) death is permanent and as the dm you preface that this world is unforgiving. This game was suppose to be a one off for my players but it became a campaign and the players have loved it. The players that have died like to come just to see what the players do and what they have missed. Betrayal and murder are all options which can lead to very tense moments where players can even knock each other out of the game. I try to be unforgiving but leave ample opportunity for redemption and fair play.