| Post/Author/DateTime | Post |
|---|---|
| janco02-22-07, 10:37 PM | I'm trying to come up with campaign ideas, and I've been working my head around a few possible senarios. I'm been thinking about possible big quest/plot ideas, for the overall main quest. It seems to me there are certain archetypal plots and quests in the fantasy genre. Here are the main ones I can think of... of course these largely assume that the PCs are lawful/good and want to do good deads... 1) Retrieve a magic item - The world/PCs homeland will be destroyed unless a particular magic item is found. The typical varation on this theme is that the magic item is split into many pieces which must be found and put together. 2) Destroy a magic item - The world/PCs homeland will be destroyed unless a particular magic item is destroyed (e.g. Lord of the Rings) 3) Find/rescue someone - Someone must be found for some reason. An old wizard rumored to live in a distant land, the kings daughter who was kidnapped and taken away somwhere, an ancient oracle with important information 4)Find and Kill someone - the evil monster needs to be killed before they destroy the world/PCs homeland Can anyone think of any other ideas for big quests or plots for campaigns? |
| claypigeons02-22-07, 10:49 PM | Transporting a person or group of people... That's about all my sleep deprived and nearly drunken brain can think of besides those you already listed. |
| taradusis02-22-07, 10:54 PM | 1)revive a dead god.2)Build a city or realm.3)destroy a favored enemy.(DEATH TO ALL GOBLINS).4)Find a great mount(roc,dragon or leviathan).5)Publish an encyclopedia of every known spell.6)Steal the crown jewels.7)Find true love.8)Create a new spell.9)create a monster race........RANDOM THOUGHTS. |
| Darth Sephiroth02-22-07, 11:50 PM | Find a certain place Find a certain person Become a god Just survive Win a war |
| damixmastermike02-23-07, 12:06 PM | - Some beings (Titans) created the gods, after a diving war, the gods bound the in a prison underneath the Material Plane. The party finds a some wierd hand held sphere (looks like the death star) and as they go around the realm, they find stones with writing on them that matches the writing on the sphere. Once they reach an (x) number of stones, the trinket is ready. The trinket is a key to open the prison where the titans live. |
| krichaiushii02-23-07, 12:35 PM | I'm trying to come up with campaign ideas, and I've been working my head around a few possible senarios. I'm been thinking about possible big quest/plot ideas, for the overall main quest. It seems to me there are certain archetypal plots and quests in the fantasy genre. Here are the main ones I can think of... of course these largely assume that the PCs are lawful/good and want to do good deads... 1) Retrieve a magic item - The world/PCs homeland will be destroyed unless a particular magic item is found. The typical varation on this theme is that the magic item is split into many pieces which must be found and put together. 2) Destroy a magic item - The world/PCs homeland will be destroyed unless a particular magic item is destroyed (e.g. Lord of the Rings) 3) Find/rescue someone - Someone must be found for some reason. An old wizard rumored to live in a distant land, the kings daughter who was kidnapped and taken away somwhere, an ancient oracle with important information 4)Find and Kill someone - the evil monster needs to be killed before they destroy the world/PCs homeland Can anyone think of any other ideas for big quests or plots for campaigns? Combine some of these for fun and profit! Find someone before they destroy/recreate a potent magic item. Destroying a potent magic item is the only way to rescue/kill someone/something. Rescue someone before they are killed in the destruction/(re)creation of a magic item. A specific person is the only one who knows how an item may be found or destroyed, or how a being may be stopped. Then you have to find/destroy the specific item to stop the being. |
| Malzizipox02-23-07, 12:59 PM | Change the world in some meaningful way or prevent the world from changing |
| HellflameArcanite02-24-07, 10:56 AM | Protect a site (e.g. Wonderous Location, such as a well of holy water) |
| taradusis02-24-07, 10:00 PM | Prevent creatures from coming thru a portal till you can seal the portal.Think of how buffy the vampire slayer sealed the Hellmouth. |
| dpity102-28-07, 09:26 PM | 1. Pick a side in a battle of two evils. 2. Defend the People. Not the world, not just kill your enemies, but deal with the war's effect on the people while it's going on. 3. Work with an (N)PC who hates you, and who you hate, against a greater goal, forming a bond of companionship which, near the end, must be broken as they have turned too the darkness for the most noble of reasons. 4. Nothing. Their is no overarching plot. The world is not changing in massive ways. Instead, the PCs simply forge their own destinies, being aggressive and proactive instead of reactive. ("WHAT!?! The town isn't besieged by demons? Well then, by all that's good, I'll take the fight to the Abyss and kill them there!") |
| WotC_Huscarl03-02-07, 11:45 AM | IMHO, the best ongoing quests involve characters who made a terrible mistake and need to set it right. Say, for example, that 1st- or 2nd-level characters in a dungeon break a seal that they shouldn't have broken and release an evil creature bent on world domination or destruction. The creature shouldn't be all-powerful when released -- it should be just a few CRs above the PCs. But its intentions are clear, and it's the PCs' fault that this thing is loose. They ought to feel morally obligated to work toward re-caging the beast and, in the process, saving the world. As they gain power, so does it, so that it's always a few steps ahead of them. Eventually they catch up to it or devise a plan to overcome its power. Along the way, you can work in almost every idea mentioned above -- retrieving and destroying magic items, rescuing people, killing the monster's minions and lieutenants, destroying gates, preventing the destruction or capture of important items, people, or locations. The key is that the PCs feel compelled to help because it's all their fault. ;) Steve |