| Post/Author/DateTime | Post |
|---|---|
| Twonky01-13-05, 05:01 PM | I will start a campaign set in Forgotten Realms in some time, and I want to try something new - to make an overarching storyline with lots of sidequests and multiple choices, and plan it all out before I start the campaign. I would like it to incorporate the existing evil organisations in Faerun (like the Zhentarim or the Red Wizards) or some new cult or organisation. My problem with this is that I can't come up with any decent plotline for some reason - a writer's (or DM's) block, I guess. Could you give me some ideas for a campaign like this (it starts small, but turns up to be connected to large events and power groups in Faerun)? Thank you for any assistance. |
| Bliol01-13-05, 05:55 PM | You planning on starting straight from the start (1st level) or any higher? |
| Twonky01-14-05, 02:46 AM | The campaign will start at level 1. |
| Petrankov01-14-05, 08:28 AM | Where do you want to start geography wise? For plots like this I like smaller organizations as opposed to the Red Wizards or the Zhentarim. The Cult of the Dragon, The Twisted Rune, etc. smaller organizations that work in the shadows. Maybe THEY could hire the Red Wizards, or the Zhentarim or the Night Masks to accomplish goals for them as mercenaries, leading the players astray as to who the real plotters are and as they increase levels drop them clues. Or create a new organization that the players could not possibly consider. I also like introducing NPC's as allies who are in reality manipulating the PC's, they fall for this every time. Have the PC's do mercenary work that seems harmless but actually has a bad indirect effect. Perhaps running interference while the villain pursues his agenda in a different part of the city. The key is the metaplot. Whether it is to destroy a magical item or banish an evil villain. From this plot different plots and clues should branch off and then some should lead back to the main plot while some should not. Throw a few Dragon magazine adventures in and add NPC's from your gme instead of using the ones in the adventure as it already exists. This will confuse the characters and hopefully force them to sift through the information carefully before the take any actions. That's how I do it anyway. It has taken the characters about a year and a half to figure out what is going on in the game I have been planning. The best I could come up with in 5 minutes as of right now. Hope that helps. |