So I've been running a homebrew campaign for a few years on and off, and I want to continue this story pretty much indefinitely, at least until my players get to a good ending point. I've had this idea pretty much since I started writing this campaign, but It might be difficult to pull off in a way that's engaging. So I want them to enter the dream of this comatose king, I have the leadup prepared and everything and that's not really important for my question here. Anyway, I want them to spend a really long time in this dream. I'm talking building a life here, maybe they forget why they are there in the first place. One or more of them might find a wife, have a kid, stuff like that. Meanwhile, outside the dream maybe a day or two pass. After all of the dream stuff transpires, I want to whisk them away from it, they lose everything they had in the dream, it'll be tragic. How can I make this engaging to the players? I have a suspicion that it would either remove them from the main campaign, or that they would be pretty much disinterested in anything happening in the dream because they'd be so focused on their mission. What do y'all think?
This is a risky idea. It might be great, it might be terrible.
Before anything else, you need to know why. Why are you doing this? What are you achieving? Why is it fun and interesting to your players?
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I'd second Pantagruel. Give the players the outline of what kinds of stories you expect, then let them create it. You're not going to be able to do it via standard roleplay, so let them decide how their characters live out their lives in this Dreamworld. Ideally, have them enter the Dreamworld at the end of a session, and let them ponder over it and come back with their stories for the next session, then have them share it.
That will be significantly more engaging than trying to tell them how it goes, and normal roleplay won't cover it. Then you can narrate what happens as the dream closes.
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Cool! First Post!
So I've been running a homebrew campaign for a few years on and off, and I want to continue this story pretty much indefinitely, at least until my players get to a good ending point. I've had this idea pretty much since I started writing this campaign, but It might be difficult to pull off in a way that's engaging. So I want them to enter the dream of this comatose king, I have the leadup prepared and everything and that's not really important for my question here. Anyway, I want them to spend a really long time in this dream. I'm talking building a life here, maybe they forget why they are there in the first place. One or more of them might find a wife, have a kid, stuff like that. Meanwhile, outside the dream maybe a day or two pass. After all of the dream stuff transpires, I want to whisk them away from it, they lose everything they had in the dream, it'll be tragic. How can I make this engaging to the players? I have a suspicion that it would either remove them from the main campaign, or that they would be pretty much disinterested in anything happening in the dream because they'd be so focused on their mission. What do y'all think?
I'd probably just tell them that this happens and let them come up with their own stories, which can be as glorious or tragic as they prefer.
This is a risky idea. It might be great, it might be terrible.
Before anything else, you need to know why. Why are you doing this? What are you achieving? Why is it fun and interesting to your players?
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I'd second Pantagruel. Give the players the outline of what kinds of stories you expect, then let them create it. You're not going to be able to do it via standard roleplay, so let them decide how their characters live out their lives in this Dreamworld. Ideally, have them enter the Dreamworld at the end of a session, and let them ponder over it and come back with their stories for the next session, then have them share it.
That will be significantly more engaging than trying to tell them how it goes, and normal roleplay won't cover it. Then you can narrate what happens as the dream closes.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.