Campaign Lacking depth and exitement [Archive] - Wizards Community

Post/Author/DateTimePost
Paradoxic4

04-17-05, 06:28 PM
My campaign starts off with a daring escape from a gigantic citadel after the PC's were all kidnapped, a temporary aliance is formed until they escape. They arrive in a small village that is troubled by all sorts of things (corrupted councilman, evil dragon overlords, kidnappings, ect.) however, I feel that there isn't enough to keep the players engaged. My first three towns that the PC's adventure to are supposed to set the stage for how bad of a condition the world is in, and there are small connections between then to stir suspicions of larger global problems. Additionally I need ways to lead the players where I want them to go, without having to pull them by the nose. I want them to be able to interact with everyone as if it were a real breathing evolving world, but right now everthing seems static and uninteresting. And I want there to be some fun things too, interesting characters that provide comic releif in times of great stress and drama. So I guess my basic question is this 1) How do I get my PC's where I want them to go while having them do it on their own 2) how can I spice up my world to make it seem a little more real and entertaining. 3) what are some cheap ways to lengthen the ammount of time PC's have to spend in places?
Kikoskia

04-17-05, 06:49 PM
Now you see the problems that come with many DM sessions. There is no simple and blunt answer to any of them, all of these things will come with planning and experience.

Urban encounters, however, is one way that can lengthen time in a place. Being hired as bodyguards, having an item stolen off you or even being mugged are things you can do, to name a few things.
Lord Ian Stark

04-17-05, 07:03 PM
Have a Kender appear in town with a strange device that has broken in its journey. Then have said Kender find one of the PC's "interesting." The worst part is this Kender believes he/she has just experienced "love at first sight" for the first time ever and wants to discuss/act upon it immediately.
Kaligrad

04-17-05, 07:20 PM
Assuming that you intend for the players to take down these problems you mentioned one by one, a method that I use is basically to list off the problems to them, and have them decide which one to tackle first at the end of the session. This makes it easier to design the adventures given their current levels and equipment.
Sarella Starshine

04-18-05, 12:07 AM
what i did was have a message board at the local inn. the messages on the board are anything from silly adds (i have adds from a weapon merchant, map maker, and an arena announcement) to farmers selling produce to different job opportunities (read small usually one night adventures for a few hundred gold). just change the message board (by adding and/or removing messages) every game day to create at least one dynamic area.

have the innkeeper tell the PCs about the bad things and have him send them to other NPC's about the town. each NPC will have a different complaint, and when you investigate one, it leads to another. or have them meet the local clergy and he can 'guide' them to where they are needed most (slight railroading i admit, but if you make the clergy they run accross the same faith as a member of the party...)
Fixxxer

04-18-05, 01:27 AM
1) How do I get my PC's where I want them to go while having them do it on their own

Leave the descision to the players as to which way they want to go...but have all roads lead to the adventure you want to run. Note that this only works if you don't tell the players where the next adventure you want to run is. If they say no to someone asking them to go to "The Ancient Temple of Fladrax the Wicked," then they're liable to think it's strange that they "RANDOMLY" end up at a giant temple with the words "Fladrax the Wicked" engraved on the doors.

2) how can I spice up my world to make it seem a little more real and entertaining.

Have the world exist independently of the PCs instead of tailoring the world around them. If things don't really change much while the PCs are away on an adventure, it looks very fake. However, if the world continues to move without them, then it looks more like a living, breathing place. Examples of this would be that their favorite tavern girl ran away to the big city, the local temple burned down (no adventure involved) or a local guild war has driven the prices of items made of iron through the roof.

3) what are some cheap ways to lengthen the ammount of time PC's have to spend in places?

That depends on what sort of places the PCs are in. If they're in a city, there is plenty that can be done to entice or even force them to stay. The city gates are locked util further notice to keep out a large force of orcs moving nearby, the PCs are one of several groups suspected of committing a crime and if they leave town, they'll look guilty, a tavern girl shows up claiming to be carrying the child of one of the PCs...lots of options. In a dungeon or wilderness setting, though, your options are more limited. Despite this, there are a few things that can be done to stall the PCs...such as weather so bad no sane person would want to travel in it.
MortalPlague

04-18-05, 02:07 AM
What level are your PCs?

One of the things that struck me while reading your post was that it seems like they're being bombarded with bad things without having a chance to get to know the world. In otherwords, they're supposed to save a world they don't care about.

I usually run the first two or three sessions of the campaign dealing with very small local issues while getting to know the NPCs, the quirks of the world, and the local (and not-so-local) rumors. That way the players get to know people, and gain a sort of 'home', or at the very least, a base of operations. A place they care about. Then when you introduce world threatening plotlines, it strikes a little closer to home. NPCs they know will be telling them about it, and the thought of those people being killed and their town being destroyed will give the PCs something to care about.

If the PCs are lower than 10th level, I'd say your plotlines sound extremely daunting, and definately not the sort of thing I'd want to be attempting as a character.