trying to figure out if any story at all would work good enough because it seems it might be better to leave it out entirely i dont know if i agree but i would like to ask others what they think would work, first before i share any of my own.
So my idea is starting, with a cut scene of a priest, And hero sitting around a campfire, And the priest says,"I had a dog and he wouldn't quit yapping so I had to put him down. And the hero says," I would never treat a pet of mine like that". And then the priest says I might have to put you down. And the scene changes to a big fortress somewhere. So somewhere in the world the players start out and their master, (They can call their master whatever they want) Dungeon master, Teamaster, Questmaster,Quartermaster. Who is actully one of the heroes that has been captured by the evil priest. The players need to find their master and bring him back to the city he was taken from (of the opposite alignment). Here is the map.https://www.dndbeyond.com/linkout?remoteUrl=https%3a%2f%2fwww.dropbox.com%2fs%2fjp5362ewpyoj434%2fbuildingtfghings132.jpg%3fdl%3d0. Where I will replace stuff of my world with eqrpg stuff-- towns like Arcaia with eqrpg towns like qeynos, Astowal village with rivervale, Arg moves to the swamp, And is replaced by Grobb the trolls and ogres can live there together, Merchant city is replaced by Freeport, Duel city is replaced by Neriak, And Twilight city is replaced by Halas. Then the city where the rescued hero is returned, Is where the player helps to get the supplies needed for that city. To raid the city of the enemy (opposing faction) that had taken him. This is where the mmorpg aspect of this game can really shine because the whole world can be accessed to get the supplies. That the town they're trying to help needs. And then once they have the supplies. They can raid the priests city. And find out who the priests master is and might need a raid to go and defeat whoever that is next.
so my idea is starting with a cut scene of a priest and hero sitting around a campfire and the priest says I had a dog and he wouldn't quit yapping so i had to put him down. and the hero says " i would never treat a pet of mine like that" and then the priest says i might have to put you down and the scene changes to a big fortress somewhere. So somewhere in the world the players start out and there master they can call their master whatever they want I.E Dungeon master, teamaster, questmaster.... is one of the heroes who has been captured by the evil priest. to find the master and bring him back to the city he was taken from. here is the map of my world https://www.dndbeyond.com/linkout?remoteUrl=https%3a%2f%2fwww.dropbox.com%2fs%2fjp5362ewpyoj434%2fbuildingtfghings132.jpg%3fdl%3d0 where i will replace arcaia with qeynos, astowal village with rivervale, arg moves to the swamp and is replaced by grobb the trolls and ogres can live there together, merchant city is replaced by freeport, duel city is replaced by neriak, and twilight city is replaced by halas. then the city where the rescued hero is returned is where the player helps to get the supplies needed for that city to raid the city of the enemy that had taken him this is where the mmorpg aspect of this game can really shine because the whole world can be accessed to get the supplies that the town there trying to help needs. and then once they have whatever it is they can raid the evil priests city and find out who the evil priests evil master is and might need a raid to go and defeat whoever that is next.
so who thinks this will work and why or why not?
Grammar is not your enemy. Nor is formatting. Try to make friends with them and maybe the idea would work.
Even terrible ideas can work if the implementation is good. I'm not saying your's is a terrible idea, just that its success relies on you and your players.
hehe, Thanks I was looking for more specific details, Like is there enough evil alignment cities to put up a challenge, For the good alignment cities. I mean arcaia turns into qeynos which is still a good city. And astowal turns into rivervale, Which is still a good city. Arg city moves to the swamp, And is called grobb, And is still a evil city. Merchant city is replaced by freeport, Which is still a good city although, There is divided factions within. And duel city is replaced by neriak, Which is changed from a good city to evil. And twilight city is replaced by halas, Which is changed from a evil city to a good city. So it seems like there is three good cities and 2 evil cities. So my specific question is does there need to be another evil city? Heres the map I remake https://www.dropbox.com/s/diluhgemvag9ewh/buildingthings121.jpg?dl=0
Quick question, how are you handling Races? Humans, Dwarves, Halflings and the like are easy, but what about things that aren't native to DnD? Erudites are a race specific to Everquest, and Barbarian is a race, not a class. Iksar don't quite line up 1-1 with DnD Lizardfolk, so they might need tweaking.
Similarly, Everquest allows playing as Large races, such as Ogres and Trolls. Admittedly, those are less powerful than their DnD monster equivalents, but they are still more formidable than is standard for 5e races.
yes I'm working on it not a perfect rebuild of every city for my map, But if you see where I moved grobb from there was nothing left there so I decided to use that area for the boat-- From qeynos to go to odus. But there wont be a erudite city there just a lot of area's I was hoping to base the hole there, Since thats a fun area so I would definatly want to have erudites, I don't think the Iksar will have much of a place in this classic campaign and I realize that the hole isn't exactly classic content. But I believe that the progression servers have put the hole in the classic era. So I might as well start out with that there for my campaign. I might have to leave dwarves out because I havent got the resources to build faydwer and I'm going to use the dwarf undercity that was from my old campaign to move it to qeynos and call it blackburrow, Im gonna probably add in some rooms to be used for a highkeep area. so im moving stuff around a bit fixing up and should be ok to have elves not exactly sure how it fits into the lore but thats ok so humans elves halflings erudites barbarians ogres and trolls half elves sounds about right. but maybe dwarves could be from highkeep in this campaign.
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trying to figure out if any story at all would work good enough because it seems it might be better to leave it out entirely i dont know if i agree but i would like to ask others what they think would work, first before i share any of my own.
So my idea is starting, with a cut scene of a priest, And hero sitting around a campfire, And the priest says,"I had a dog and he wouldn't quit yapping so I had to put him down. And the hero says," I would never treat a pet of mine like that". And then the priest says I might have to put you down. And the scene changes to a big fortress somewhere. So somewhere in the world the players start out and their master, (They can call their master whatever they want) Dungeon master, Teamaster, Questmaster,Quartermaster. Who is actully one of the heroes that has been captured by the evil priest. The players need to find their master and bring him back to the city he was taken from (of the opposite alignment). Here is the map.https://www.dndbeyond.com/linkout?remoteUrl=https%3a%2f%2fwww.dropbox.com%2fs%2fjp5362ewpyoj434%2fbuildingtfghings132.jpg%3fdl%3d0. Where I will replace stuff of my world with eqrpg stuff-- towns like Arcaia with eqrpg towns like qeynos, Astowal village with rivervale, Arg moves to the swamp, And is replaced by Grobb the trolls and ogres can live there together, Merchant city is replaced by Freeport, Duel city is replaced by Neriak, And Twilight city is replaced by Halas. Then the city where the rescued hero is returned, Is where the player helps to get the supplies needed for that city. To raid the city of the enemy (opposing faction) that had taken him. This is where the mmorpg aspect of this game can really shine because the whole world can be accessed to get the supplies. That the town they're trying to help needs. And then once they have the supplies. They can raid the priests city. And find out who the priests master is and might need a raid to go and defeat whoever that is next.
so who thinks this will work and why or why not?
Try to make friends with them and maybe the idea would work.
Roleplaying since Runequest.
hehe, Thanks I was looking for more specific details, Like is there enough evil alignment cities to put up a challenge, For the good alignment cities. I mean arcaia turns into qeynos which is still a good city. And astowal turns into rivervale, Which is still a good city. Arg city moves to the swamp, And is called grobb, And is still a evil city. Merchant city is replaced by freeport, Which is still a good city although, There is divided factions within. And duel city is replaced by neriak, Which is changed from a good city to evil. And twilight city is replaced by halas, Which is changed from a evil city to a good city. So it seems like there is three good cities and 2 evil cities. So my specific question is does there need to be another evil city? Heres the map I remake https://www.dropbox.com/s/diluhgemvag9ewh/buildingthings121.jpg?dl=0
Quick question, how are you handling Races? Humans, Dwarves, Halflings and the like are easy, but what about things that aren't native to DnD? Erudites are a race specific to Everquest, and Barbarian is a race, not a class. Iksar don't quite line up 1-1 with DnD Lizardfolk, so they might need tweaking.
Similarly, Everquest allows playing as Large races, such as Ogres and Trolls. Admittedly, those are less powerful than their DnD monster equivalents, but they are still more formidable than is standard for 5e races.
yes I'm working on it not a perfect rebuild of every city for my map, But if you see where I moved grobb from there was nothing left there so I decided to use that area for the boat-- From qeynos to go to odus. But there wont be a erudite city there just a lot of area's I was hoping to base the hole there, Since thats a fun area so I would definatly want to have erudites, I don't think the Iksar will have much of a place in this classic campaign and I realize that the hole isn't exactly classic content. But I believe that the progression servers have put the hole in the classic era. So I might as well start out with that there for my campaign. I might have to leave dwarves out because I havent got the resources to build faydwer and I'm going to use the dwarf undercity that was from my old campaign to move it to qeynos and call it blackburrow, Im gonna probably add in some rooms to be used for a highkeep area. so im moving stuff around a bit fixing up and should be ok to have elves not exactly sure how it fits into the lore but thats ok so humans elves halflings erudites barbarians ogres and trolls half elves sounds about right. but maybe dwarves could be from highkeep in this campaign.