When my players have finished with Lost Mine of Phandelver, I am going to start my campaign with them.
I am not going to get back into the campaign I was running with my past players. Instead, I am going to make up an entirely new story, set in forgotten realms and using all the standard mechanics of 5e.
To make sure that my story is giving off the right feel, could I please ask you to tell me what you would think if you were giving a handout that listed these chapter titles.
Mysteries of the lost kings (levels 1 - 5)
An exploration based chapter, with some light dungeon delving, traps, battles and a lot of social encounters.
Nature of the beast (levels 6 - 10)
This chapter is full of dungeon delving. You must find the sceptre of the dragon king, that will allow your party to summon metallic dragons, which you can use to fend off a coordinated attack by chromatic dragons.
Portents of distant thunder (levels 11 - 15)
A more story-based chapter in which you will get to explore your backstories further. You will also learn who was able to command the dragons from; Nature of the beast, what that person is trying to do, and how they are related to all of you.
The Apocalypse of dreams (levels 16 - 20)
The end game, in which you and all the allies you have gathered throughout the last three chapters, finally face the ultimate big bad that you learned about in; Portents of distant thunder, in an attempt to save the world.
You will level up at pre-determined milestones, during each chapter of the story. You will always start the next chapter at the minimum level required to start that chapter. You can take as long as you want to complete the story. You can even put the main story on hold while you go off to complete side quests if they interest you more.
So that's it. That's what I am going to give my players at the start of the campaign. What kind of story do you think I will be trying to tell, based upon the chapter titles and their descriptions? Also, I should note, that I am not going to railroad my players, I don't have a problem with them going off script and doing something that interests them more. I will just adapt the story based upon what my players like doing, but because they will still be fairly new, I wanted to have a structure, rather than just saying - "hey here's an open world, do what you like."
Thanks, guys.
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
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Hi, everyone,
When my players have finished with Lost Mine of Phandelver, I am going to start my campaign with them.
I am not going to get back into the campaign I was running with my past players. Instead, I am going to make up an entirely new story, set in forgotten realms and using all the standard mechanics of 5e.
To make sure that my story is giving off the right feel, could I please ask you to tell me what you would think if you were giving a handout that listed these chapter titles.
So that's it. That's what I am going to give my players at the start of the campaign. What kind of story do you think I will be trying to tell, based upon the chapter titles and their descriptions? Also, I should note, that I am not going to railroad my players, I don't have a problem with them going off script and doing something that interests them more. I will just adapt the story based upon what my players like doing, but because they will still be fairly new, I wanted to have a structure, rather than just saying - "hey here's an open world, do what you like."
Thanks, guys.
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.