So, I wrote a book, made tons of sales, and now I stumble upon DND. As soon as I heard there was homebrew and the capability to make my own campaign with whatever I wanted, I absolutely had to. Here's a few of the summaries to the intricate storyline which I would turn into a campaign. Let me know what you think!
Choice 1
The long divided country of Epra & Satis is back at war, after the Treaty of Temera and Phatia (Both ancient gods) had expired, barbaric instincts kicked in. You and your fellow adventurers are military "Lancers" of the Citadel, a 500 mile radius fortress which no one has failed to protect. The Satis are on the rise as well as the mysterious 7 Star Order, trying to rebirth an ancient god all should fear...
Choice 2
The Old Red Hand's naval authority has started to lessen ever since the Frost Paradox of Dr Hensla, and the Golden Chapel wishes to descend into the Four Suns Sea and find the Fissure Synod, a faction of evil monsters wishing to destroy the world. You and your fellow adventurers are members of the Holy Golden Chapel, a supreme force keen on gaining purity in the world, felling all monsters and impurities. Will you betray the order and fight for equality for the stereotyped races; relatives of monsters? Or will you strike with an iron fist to destroy the unnatural.
Choice 3
The Grandmaster Supervision of the Alicor Library has called for you and your party to claim an artifact of an ancient god, Sistaria's Tome of Infinite and Finite Knowledge, a Tome which shows all knowledge of every world, parallel or not. The Library has tracked the location to be within a massive mountain in an old Catacombs.
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¨Lord Modus never expected Zenith to return, alas--here we stand in front of the lord to bring us to our knees.¨ - an excerpt from The Aegis Neverland; Sabines Passion (made by me :D)
A word of advice, These all sound epic but you have to be prepared to adapt. You clearly have a lot of lore and a clear plan for these campaigns, would you be willing to change your plans to suit the players interests? Im not trying to be a downer but as a new DM the temptation to railroad players is strong. Good luck!
A word of advice, These all sound epic but you have to be prepared to adapt. You clearly have a lot of lore and a clear plan for these campaigns, would you be willing to change your plans to suit the players interests? Im not trying to be a downer but as a new DM the temptation to railroad players is strong. Good luck!
I am most definitely prepared to adapt. My goal is ultimately to find different perspectives or plot holes I may have not seen (For instance when I realized that one of the gods in the world contradicted their own personality with what they were the god of.) Over all, I wanted to see if players would find it enjoyable (Albeit there would be a huge amount of lore considering the amount of gods and relations in the world already established, making a fair learning curve for those unfamiliar with any of it.). I also wanted to incorporate a universal historian and informant whom has been present in the entire book series, her name is Kelsier and she was a defected Satis Officer, but mainly to tie into choice 1 with the war going on.
Rollback Post to RevisionRollBack
¨Lord Modus never expected Zenith to return, alas--here we stand in front of the lord to bring us to our knees.¨ - an excerpt from The Aegis Neverland; Sabines Passion (made by me :D)
So it seems to me that the options are: 1) political intrigue campaign with evil awakening endgame, 2) monster-of-the-week campaign with some morality themes, or 3) dungeon crawl campaign.
As someone who currently runs a political intrigue/evil awakening campaign, I will say that it can be much harder to pull off than the other two types. D&D is very combat-oriented, so if you go this route, I recommend that you either make it clear to your players that combat may be less frequent in your campaign...or you prepare more combat encounters so that people get to utilize their class features more reliably.
As for the advice on adaptability, I would go a step further and say it's better to view your source as a backdrop rather than a plot generator. Players will go off the rails immediately, come up with wild conspiracy theories, hate characters they're supposed to love, love characters that aren't important, and ignore plot hooks/hints you think are obvious. If you go into the campaign with the understanding that they are writing a story in a world you created, you'll be in a better position to field their curveballs.
(And I voted for option 1, because I'm unabashedly biased toward political intrigue campaigns.)
Have fun, and welcome to the wonderful world behind the DM screen!
Those all sound really cool. But you should really check with your players about which one they’d most be interested in playing.
Just to add a bit to LordBackhair’s warning. As a fiction writer, you are probably familiar with how sometimes your characters will do things you didn’t expect. In D&D, that phenomenon is even more acute. Players will go completely in different directions than what you expect. Make sure you are ready to improvise. Also, as far as lore goes, you may find players are not as interested in discovering it as you are in creating it. World building is incredibly fun, just be prepared that the exercise may only be for yourself, and your players may end up not interacting with the deeper lore you develop. So I’d suggest either taking on the mindset that players won’t see much of what you create, or only create a little on an as needed basis.
So it seems to me that the options are: 1) political intrigue campaign with evil awakening endgame, 2) monster-of-the-week campaign with some morality themes, or 3) dungeon crawl campaign.
As someone who currently runs a political intrigue/evil awakening campaign, I will say that it can be much harder to pull off than the other two types. D&D is very combat-oriented, so if you go this route, I recommend that you either make it clear to your players that combat may be less frequent in your campaign...or you prepare more combat encounters so that people get to utilize their class features more reliably.
As for the advice on adaptability, I would go a step further and say it's better to view your source as a backdrop rather than a plot generator. Players will go off the rails immediately, come up with wild conspiracy theories, hate characters they're supposed to love, love characters that aren't important, and ignore plot hooks/hints you think are obvious. If you go into the campaign with the understanding that they are writing a story in a world you created, you'll be in a better position to field their curveballs.
(And I voted for option 1, because I'm unabashedly biased toward political intrigue campaigns.)
Have fun, and welcome to the wonderful world behind the DM screen!
The leader of the Satis Empire and the Leader of the Epra Rebellions are both secretly fallen gods who died from other gods in their own combat. In my world, gods are divided into the Minority and Majority. Minority are gods that have reign over miniscule topics (e.g. God of Tomatoes) and Majority are gods that have reign over a concept that is direly important to the world (e.g. Goddess of Death). Fallen Gods are reborn into either a Demonoid or a Seraphim. Currently I'm working on turning them into selectable races, they would both be Minor Gods that have fallen as making a major fallen god as an option for your race would be...unfair. Basically, among the gods there are two factions, basically see it as good vs evil. Evil faction members are Demonoids when reborn and good are Seraphims. As an ironic plot twist, the Leader of the Satis Empire (which commits acts of genocide commonly) is a Seraphim and was originally the God of Prosperity, while the leader of the Epra Rebellion is a Demonoid, the Goddess of The Hunt.
And since I love to absolutely ramble about my works I'm going to talk a bit about racial abilities the Minor Demonoid race would have.
Infernal Blood - Immunity to Fire damage
Hellish Talker - +2 to your Charisma stat
Old Godhood - Select a concept from a short list that of which you were the God of in your past life. The chosen concept governs your future abilities. (e.g. God of Simplicity, proficient with Simple Weapons)
Rollback Post to RevisionRollBack
¨Lord Modus never expected Zenith to return, alas--here we stand in front of the lord to bring us to our knees.¨ - an excerpt from The Aegis Neverland; Sabines Passion (made by me :D)
I'm going to signal boost Xalthu's final comment. You are clearly passionate about your setting, which is fine. Your players may not have the same level of enthusiasm, though. I'd caution against bringing the authorial mindset into D&D, as some players are not all that much into lore, and long/frequent lore dumps tend to bog down the game. If the players are into it, that's great. Just keep an eye on the interest barometer and be prepared to be the only one who knows the cool/fun/tragic/etc. things that happened in your universe. Players tend to barely scratch the surface, even if their investment is high. That's because lore is not the star of a campaign, the players and their choices are.
Rollback Post to RevisionRollBack
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So, I wrote a book, made tons of sales, and now I stumble upon DND. As soon as I heard there was homebrew and the capability to make my own campaign with whatever I wanted, I absolutely had to. Here's a few of the summaries to the intricate storyline which I would turn into a campaign. Let me know what you think!
Choice 1
The long divided country of Epra & Satis is back at war, after the Treaty of Temera and Phatia (Both ancient gods) had expired, barbaric instincts kicked in. You and your fellow adventurers are military "Lancers" of the Citadel, a 500 mile radius fortress which no one has failed to protect. The Satis are on the rise as well as the mysterious 7 Star Order, trying to rebirth an ancient god all should fear...
Choice 2
The Old Red Hand's naval authority has started to lessen ever since the Frost Paradox of Dr Hensla, and the Golden Chapel wishes to descend into the Four Suns Sea and find the Fissure Synod, a faction of evil monsters wishing to destroy the world. You and your fellow adventurers are members of the Holy Golden Chapel, a supreme force keen on gaining purity in the world, felling all monsters and impurities. Will you betray the order and fight for equality for the stereotyped races; relatives of monsters? Or will you strike with an iron fist to destroy the unnatural.
Choice 3
The Grandmaster Supervision of the Alicor Library has called for you and your party to claim an artifact of an ancient god, Sistaria's Tome of Infinite and Finite Knowledge, a Tome which shows all knowledge of every world, parallel or not. The Library has tracked the location to be within a massive mountain in an old Catacombs.
¨Lord Modus never expected Zenith to return, alas--here we stand in front of the lord to bring us to our knees.¨ - an excerpt from The Aegis Neverland; Sabines Passion (made by me :D)
the second one, most definitely
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Definitely 2 but 3 could be interesting.
A word of advice, These all sound epic but you have to be prepared to adapt. You clearly have a lot of lore and a clear plan for these campaigns, would you be willing to change your plans to suit the players interests? Im not trying to be a downer but as a new DM the temptation to railroad players is strong. Good luck!
I am most definitely prepared to adapt. My goal is ultimately to find different perspectives or plot holes I may have not seen (For instance when I realized that one of the gods in the world contradicted their own personality with what they were the god of.) Over all, I wanted to see if players would find it enjoyable (Albeit there would be a huge amount of lore considering the amount of gods and relations in the world already established, making a fair learning curve for those unfamiliar with any of it.). I also wanted to incorporate a universal historian and informant whom has been present in the entire book series, her name is Kelsier and she was a defected Satis Officer, but mainly to tie into choice 1 with the war going on.
¨Lord Modus never expected Zenith to return, alas--here we stand in front of the lord to bring us to our knees.¨ - an excerpt from The Aegis Neverland; Sabines Passion (made by me :D)
Ok awesome!
So it seems to me that the options are: 1) political intrigue campaign with evil awakening endgame, 2) monster-of-the-week campaign with some morality themes, or 3) dungeon crawl campaign.
As someone who currently runs a political intrigue/evil awakening campaign, I will say that it can be much harder to pull off than the other two types. D&D is very combat-oriented, so if you go this route, I recommend that you either make it clear to your players that combat may be less frequent in your campaign...or you prepare more combat encounters so that people get to utilize their class features more reliably.
As for the advice on adaptability, I would go a step further and say it's better to view your source as a backdrop rather than a plot generator. Players will go off the rails immediately, come up with wild conspiracy theories, hate characters they're supposed to love, love characters that aren't important, and ignore plot hooks/hints you think are obvious. If you go into the campaign with the understanding that they are writing a story in a world you created, you'll be in a better position to field their curveballs.
(And I voted for option 1, because I'm unabashedly biased toward political intrigue campaigns.)
Have fun, and welcome to the wonderful world behind the DM screen!
Those all sound really cool. But you should really check with your players about which one they’d most be interested in playing.
Just to add a bit to LordBackhair’s warning. As a fiction writer, you are probably familiar with how sometimes your characters will do things you didn’t expect. In D&D, that phenomenon is even more acute. Players will go completely in different directions than what you expect. Make sure you are ready to improvise.
Also, as far as lore goes, you may find players are not as interested in discovering it as you are in creating it. World building is incredibly fun, just be prepared that the exercise may only be for yourself, and your players may end up not interacting with the deeper lore you develop. So I’d suggest either taking on the mindset that players won’t see much of what you create, or only create a little on an as needed basis.
The leader of the Satis Empire and the Leader of the Epra Rebellions are both secretly fallen gods who died from other gods in their own combat. In my world, gods are divided into the Minority and Majority. Minority are gods that have reign over miniscule topics (e.g. God of Tomatoes) and Majority are gods that have reign over a concept that is direly important to the world (e.g. Goddess of Death). Fallen Gods are reborn into either a Demonoid or a Seraphim. Currently I'm working on turning them into selectable races, they would both be Minor Gods that have fallen as making a major fallen god as an option for your race would be...unfair. Basically, among the gods there are two factions, basically see it as good vs evil. Evil faction members are Demonoids when reborn and good are Seraphims. As an ironic plot twist, the Leader of the Satis Empire (which commits acts of genocide commonly) is a Seraphim and was originally the God of Prosperity, while the leader of the Epra Rebellion is a Demonoid, the Goddess of The Hunt.
And since I love to absolutely ramble about my works I'm going to talk a bit about racial abilities the Minor Demonoid race would have.
Infernal Blood - Immunity to Fire damage
Hellish Talker - +2 to your Charisma stat
Old Godhood - Select a concept from a short list that of which you were the God of in your past life. The chosen concept governs your future abilities. (e.g. God of Simplicity, proficient with Simple Weapons)
¨Lord Modus never expected Zenith to return, alas--here we stand in front of the lord to bring us to our knees.¨ - an excerpt from The Aegis Neverland; Sabines Passion (made by me :D)
I'm going to signal boost Xalthu's final comment. You are clearly passionate about your setting, which is fine. Your players may not have the same level of enthusiasm, though. I'd caution against bringing the authorial mindset into D&D, as some players are not all that much into lore, and long/frequent lore dumps tend to bog down the game. If the players are into it, that's great. Just keep an eye on the interest barometer and be prepared to be the only one who knows the cool/fun/tragic/etc. things that happened in your universe. Players tend to barely scratch the surface, even if their investment is high. That's because lore is not the star of a campaign, the players and their choices are.