| Post/Author/DateTime | Post |
|---|---|
| Faeryl Zauvirr06-18-03, 01:29 AM | Another 101 listing :eek: ! This time the focus is on the beginning of the campaign. What event(s) do you use to draw the PCs into their first adventure. Plz don't tell me a job proposal! Here is some to start the list: 1. A job offer, to accompany a young, handsome Sembian lord on a hunting expedition. 2. The PCs awake in a pool of blood with no memory of what happened... 3. After a hard night at the tavern the PCs awake on a slave caravan headed to Zhentil Keep. |
| Tempus66506-18-03, 04:41 AM | 4. After getting up this morning, and going to the Rat Hills near Waterdeep to neatly sort and burn the garbage there (because the PCīs work for the Dungsweepers Guild), the PCīs find a strange looking amulet. Next thing they know they see a red flash and get knocked out. They awake to find themselves in a small, cool chamber, tied to stone slabs. A hallway leads out of the chamber, and into the sunlight. Strange voices are heard there. Unknown to the PCīs, they have been teleported to Maztica, where a priest of an evil deity found them knocked out, brought them back to his village, and is now making them ready to be sacrificed. They will have to find a way to escape, and hopefully get back to Waterdeep, where they must find out who tricked them. Strangely, their halfling colleague (NPC) didnīt teleport with them... |
| Will Brandiman06-18-03, 06:29 AM | For new characters I always ask for details of background, place of birth etc. Then I try to work out how they got to the place that my campaign is set and write up a short summary for each player, explaining where they are, how they got here and anything in particular that they should be watching out for, doing etc. If they know any of the other characters then I will add a brief description of those that they know and any information that they could reasonably be expected to be aware of. Once all this is done, I just look at the first encounter of the game and see think about what it would take to get the PC's involved. So it's very much a custom process. |
| Qevelias06-18-03, 06:50 AM | Before I begin a campaign I always play one on one with each player , it takes a bit more time but has a lot of advantages , I get to know the character's better ( so I can ajust my story a bit to them ) , I give them personal missions and when they all come together with their own goals It makes it all a bit more plausible for them to travel as a group. These personal missions are always minor things and should never outweigh the adventure , but can make nice side-tracks once and a while. |
| Will Brandiman06-18-03, 07:49 AM | On the other hand, if I'm in a rush, there's always the "you meet up in the tavern and decide to head off into the wilderness to see what fate has in store for you". It works!! |
| PhilCW06-18-03, 11:46 AM | A good way to start, albeit it a lazy one, is decide where you want the game to he held, and have the players decide their initial story and relation. Then extrapolate from there. |
| SoulLord06-18-03, 01:57 PM | something that i used recently was a shpwreck even tough they all had similar goals this gave them a chance to act as a group SoulLord |
| cwslyclgh06-18-03, 05:22 PM | the PC's are all staying at an inn (either alone or seperate) when goblsin (or orcs, or a necromancers skeletons, etc.) attack the town where the inn is located. after bravly defendsing the town, the pc's are asked to investiget the attack by the mayor (or taon council, or other NPC). |
| Faeryl Zauvirr06-19-03, 02:29 AM | My campaign started with this quote: The cluthes of death seemed to realise its hold on your heart. Suddenly, you feel like you are propelled backwards at attonishing speeds. You awake. Lying naked on a cold altar bed with a veil over your face, you all rise at the same time. The altars form a circle and at the centre lies a charred body clutching a pretty diamond medillion.... |
| Faeryl Zauvirr06-19-03, 02:37 AM | something that i used recently was a shpwreck even tough they all had similar goals this gave them a chance to act as a group That is not a bad way to begin an evil campaign. The PCs, on a mission for the Zhentarim, get stranded on the Moonshae Isles. They are the only survivors, low level battle fodder. To top it off they are also carrying important documents vital to the Zhent plans for the area. |
| Jack in the Green06-19-03, 10:01 AM | x. A local farmer, Lammer Denton, has been missing for several days, when the PC's get hired to go looking for him he suddenly reappears. Outwardly everything is fine, but inwardly the farmer has been secretly driven insane..... xx. Nelly Barrelbottom's cow has mysteriously died of extreme old age, trouble is the cow is (was) only two years old. |
| Niftyone06-19-03, 11:42 AM | In every book I've read dealing with Reincarnation, the subject doesn't remember any of the past. Well, except for Shirley Maclaine, but lets not go there. In any case, IMC the Reincarnate spell operates the same in that you're returned as a young adult, but differs in that your stats (mental and physical both) are no longer the same. You're a new creature through and through, with no (concious) memory of the past. Game wise this isn't a big deal, and nobody every gets Reincarnated IMC anyway, they always do the Raise or Ressurect route. Now, why did I bring that up? Well... perfect way to bring the campaign to beginning. PCs awaken in a clearing in the woods, having just been Reincarnated by a Druid for whatever reasons you choose. Now, they have no memory of themselves past or present, and don't know anyghint of this Druid standing before them. Perhaps the Druid is trying to foil the plans of an evil overlord who had the PCs (in their original form) killed for political reasons, perhaps they were valient adventurers already, and trying to save the world when they were killed and the Druid did what he/she could to keep them trying. In any case, the only issue is that the Druid should die shortly after the Reincarnation, perhaps after a few cryptic words welcoming the PCs back to the land of the living. In a perfect world, the PCs should either have some equipment nearby to use, or the Druid and the myster assailent should slay eachother. The PCs must then find out not only where/who they are, but get clues as to who they were as well, and what reason they were killed. Then they can have the choice of following in their old footsteps or forging new ones. If you're truly a sadistic DM, or a PC just needs a life lesson, some of their pasts may not have been so savory, and they may have to confront said past. |
| Niftyone06-20-03, 04:10 PM | Another if you're feeling mean. Let the PCs all be kidnapped by agents of Malar for the seasonal High Hunt in some woods or the like. With little gear (if any) they have to run for their lives, perhaps stumbling across an old tomb/bandit lair to find gear to help them fight off their persuers. Should be a sufficient bonding experience to let them work together afterwards. |
| Faeryl Zauvirr06-21-03, 12:53 AM | With little gear (if any) they have to run for their lives, perhaps stumbling across an old tomb/bandit lair to find gear to help them fight off their persuers. Should be a sufficient bonding experience to let them work together afterwards. That is classic, I doubt the players would forget that start anythime soon. 12. The PCs are first time soldiers of the Argent Legion garrisoned around Citadel Felbarr when Obould's troops come thundering down the mountain side. Finding themselves cut off from the main group they must fight their way out of the nearby tunnels. That senario could be an interesting dungeon crawl, provided you make the right tweeks and insert the abandoned supply caravan in at the right time. 13. After growing up on the streets of Zhentil Keep each of the PCs were unfortunate enough to be captured by the ever present roaming pressgangs. Together they have been forced to serve in the Zhent military with clear instructions - prepare Scardale for Sculla Darkhope's arrival... |
| Magus Occidentalus06-21-03, 08:46 PM | A way I've always wanted to start a campaign was to first finish an old one with PCs of some seriously epic levels. When the new game begins, announce a new horrible evil is threatening the Realms, and the only way to stop it is to gather together a famous band of heroes, who just happen to be the retired characters. The PCs begin their quest to find their old characters (also a perfect time for some DMing revenge. You know the player who purposely goes out of his way to ignore your adventure hooks. Mr. "You hear rumors of an evil mage attacking your old town, where your venerable mother and childhood sweet heart still live." "Yeah yeah yeah. I ignore them and hunt for treasure." Their time to find a way to convince said character why he should care.) You can also end the adventure with giving the players a chance to just show off what their old heroes can truely do. |
| Reefy06-22-03, 05:30 PM | The PCs bear witness to the assassination of a halfling messenger. |
| thalious06-23-03, 07:17 AM | 15) The Characters awaken in an alley after a night of drinking in the Dock Ward...... |
| Belkris06-23-03, 08:44 AM | Here's one i used very recently. 16. The PC's are given a job to give a message to the lover of a merchant/noble/whoever. However to do this they must find her whereabouts via a rather seedy and prosperous house of ill repute........;) and this is going to be the premise for my next adventure 17. the PC's are hired to protect the warehouse (and more specifically, a chest) of a merchant from a small and struggling merchant company. During the night, a small gang of thieves try to steal whatever is in the chest. Unknown to the PC's, the chest holds a pouch of Iron Dust. The whole setup is a sham designed to initiate the thieves into the local thieves guild. I'm in a phase where i am trying to use as little combat as possible. Hopefully i'll grow out of it.....:razz: |
| Ranger98006-23-03, 05:02 PM | I used this one onve: The PC's are a group of watchmen/woman working for the small town of Deadsnows in the Silver marches. One night, as they were on watch 9and on the night of a great festival; I used the mayors birthday), the land shakes with a great rumble (earthqauke) and in the center of town a crevice begins to spread rapidly. As the PC's go to check it out they fall in, and it closes up (but not after the falling PC's quickly see a glance of red eyes flying out of the crevice). Finally they hit a small underground lake, and awake some time later. Wel afte that they find a maze of traps and puzzles, and at the end is a 4- headed hydra, who is leading an army of Gargoyles (the special ones in the back of the Campiagn Setting for Faerun). :D This was there as well:D When they defeat the Hydra, they find he was being lead by a bone Naga, and she is creating the gargoyles with humans. (A special power I created for this villian- sucking the fluids from its body, and straling its soul... Odd I know:blush: ) Thats one of a million, there.;) |
| Faeryl Zauvirr06-23-03, 08:13 PM | Cool start:cool: I believe those 'gargolyes' are known as Kir-lanans. Here is one hook you could use later in the campaign: 19. Recently in the Silver Marches, many clerics and their escorts have gone missing whilst traveling around Delimbiyr Valley. These clerics have nothing in common rather then the fact that they were openly displaying their holy symbols. An NPCs has lost a loved one to these attacks and wants to seek revenge by removing a tribe of Ogres who are currently been blamed for the attacks. What the characters don't know is that a wing of Kir-lanans are responsible for the murders. Further more, these creatures are receiving aid in the form of powerful magic from a Zhent wizard. |
| Niftyone06-24-03, 12:45 PM | I think the hardest part in a campaign beginning, is coming up with a feasible reason for the PCs to be together if they have radically differing home regions and/or races. If they're kind enough to start out with the same race, or be from the same region, or you the DM state that you're going to limit them to such, then you probably don't even need this thread. But if they're making their own characters, and coming up with their own backgrounds, and you're just telling them to come up with a reason that they would be in location xyz at such and such a time, then it is up to the DM to make sure that they would at least try to work together when they first meet. I know from a racial standpoint, I'd like to try running a campaign of halflings from Lurien trying to find a new homeland for another migration of some halflings (like the original Lightfoots). Let them go exploring wherever they want and try to find a place to settle. Likewise, if you did Gold or Shield dwarves, they could be advance forces for a thrust to clear out Deep Shantar again or the like. Elves always have Myth Drannor, or any other civilization from their past to try and restore to past glories. So what do you do if you don't have that? How do you get the characters together and cooperating at 1st level (or whatever level your starting) and make it at least somewhat believeable? I think a lot of the posts so far have some good ways to do just that. But I'd like to see more about how DMs get the groups together, and the reasoning behind it, rather than the actual thrust of the campaign. Unless it's one in the same. The actual campaign itself is important too, don't get me wrong, but you need both to start. I think that we can come up with better stuff than you see in some modules and the like with flying letters and mysterious messengers to those all important 1st level characters. Actually, something right out of a cheesy movie (Spies Like Us) is probably a good one. Let the PCs be brought together from their various locations (if they're not too far) to perform a "special mission" for the "forces of good" that seems well above their abilities. Which it is. They're supposed to be the decoys actually, and as they go bumbling around trying to get answers and flushing out the bad guys, the REAL heroes are using them to see the reactions and determine who is actually behind the evil plot. Of course, the PCs might get upset about being duped, but it can give them an Us against Them attitude that could serve as the basis for sticking together. Ican can also provide them several long term enemies in the original evil force that they stirred up, as well as the people that hired them to begin with if the PCs are out for revenge or retribution. You may want the original organization to be a merchant's guild or something that may not be Good, unless you want the PCs to get into a Good vs Good campaign (which can be even more fun than good vs evil). |
| Faeryl Zauvirr06-25-03, 12:49 AM | I am still a little unsure of what you mean. In concerns to a statement you made: Let the PCs be brought together from their various locations (if they're not too far) to perform a "special mission" for the "forces of good" that seems well above their abilities. Which it is. They're supposed to be the decoys actually, and as they go bumbling around trying to get answers and flushing out the bad guys, the REAL heroes are using them to see the reactions and determine who is actually behind the evil plot. I respectfully disagree. The PCs are supposed to be the heroes, that is what the game is all about. Sure there are people like Drizzt and Elminster but the game is not about those individuals. The game and the game world should revolve around the players and their actions. That is basic stuff. However you do have a good point about how to get the players together realistically. If it is ever a problem in your gaming group (it hasn't been in mine; my players usually don't care about story, more about killing orcs), then how has your group solved the issue? Better yet, what campaign starts or hooks have you use to increase the realism for the characters? |
| Niftyone06-25-03, 09:30 AM | At first level, PCs aren't the heroes. They may WANT to be, and will become them, but they're just starting out. On the other hand, there is nothing saying that the people hiring them may WANT the PCs to be the dupes, but the PCs turn out to be more resourceful then they think. Actually, if you ever saw the cheesy movie I referenced, that's exactly what DOES happen. Of course, I don;t think we want to compare the PCs to Chevy Chase and Dan Akroyd (for several reasons actually), but you could do the same. If your PCs don't care about story, and just about killing, that's fine. But a lot of DMs would like to have a (semi) plausible reason to have the PCs together in a group and doing what they're doing. Outside of "OK, you're in a bar when..." |
| Faeryl Zauvirr06-26-03, 02:39 AM | Yes you are right, sorry Niftyone. I think that reasons for keeping the party together and the character hooks that a DM does use is very much dependant on the adventure and campaign. But never forget interest, curiosity, and greed; the three best ways to keep a party together and focused. |
| Niftyone06-26-03, 10:07 AM | No appologies necessary Faeryl. As for greed, you're dead right on that one. While they characters themselves may have higher motives, I've yet to meet a player who didn't have a little greed streak in him. |