| Post/Author/DateTime | Post |
|---|---|
| hunt162206-27-06, 08:21 PM | When I am making a campaign am I supposed to tell the players the story of the campaign and what races are relevant. Like in this one am I supposed to tell them the story of the Teng. http://www.dndadventure.com/html/campaigns/campaigns_mask_history.html |
| roguken06-27-06, 08:32 PM | Generally, you should reveal as much as is necessary for the mood of the campaign. If it's a mystery-ish one, I would generally leave as many details out as possible. If, however, it is more of an axe-intensive game that you're looking for, you could probably tell them as much as possible. Obviously, you need to mention what races are playable and which ones aren't before character creation, but beyond that, it's up to you. I just skimmed the link you provided, and it looks really interesting! Anyway, like I said, if you don't reveal much, the whole history of the masks and its discovery will be a grand and exciting revelation(sp?) to your players, while if you do, they may be more interested in the campaign from the beginning. What style of game were you planning to run? |
| hunt162206-27-06, 08:48 PM | I was planning to run one where a noble family had been given the task to protect ancient relics for many years, but one of the family members became a traitor and stole the ancient relics. These relics are very important because they keep balance in the world. The group was hired by the family to get back the ancient relics ans to defeat the traitor. |
| DeWayne06-27-06, 09:55 PM | It sounds like the story arc is going to go something like: Intro - Get hired, including briefing by nobleman. Chapter 1 - Investigate to find out who the traitor is. Chapter 2 - Investigate to find out where the traitor took the masks. Chapter 3 - Overland quest to get to the traitor's lair. Chapter 4 - Kick down the door, kill the bad guy & take his stuff. Conclusion - Return the masks & collect reward (or get their brains drained if the PCs are stupid enough to use them). The masks are powerful enough that the family of nobles ISN'T going to advertise their powers or location, or anything else about them. Doing so would be like putting up a sign in every tavern in the country saying: "Attention Adventurers! Please rob us!" Therefore the party shouldn't have any real knowledge of them before they get hired by the nobles. Even the nobles won't have a full understanding of the things if they've never used them. But they will (most likely) tell the PCs what they do know. You'll have to decide how much that is, and how accurate it is. After that, what they will be able to find out will depend on how good of job they do at the investigation part of the adventure. As for what to tell the players before the game for character generation, etc. I suggest sticking with the basics. The adventure will involve both investigation and combat so they'll need a balance of skills. If there are any specific races or classes that will help or hurt them during the adventure you should let them know that as well (i.e. "You really need a wizard so someone should play one of those, but dwarves are very unpopular in this country so stay clear of playing one of them" or whatever is appropriate for your campaign setting). If you find later that the need additional info you can alway add an encounter where they find something out but you can't take away info once the players know it. |
| ChaoticGood06-27-06, 11:55 PM | First, give them a general summary of the campaign. For example, what you just told us! (Although you may want to leave out the bit about the traitor if that is supposed to be a plot twist later. For example, maybe the noble family is trying to keep mum about the fact that the thief is one of their own.) Beyond that. it depends on the character. The players should know at least what the common man knows: For example, if the summer lasts three times as long as the winter, or there are two moons, that should be common knowledge. The name of the King and a few prominent local barons would also fall into this category, as would major holidays and what nations their own is hostile towards. Players who choose better educated characters like Wizards and Bards should know class-related things, such as the names and specialties of prominent colleges and theatres, or details of a few major cultures beyond their own. Players of Clerics and Paladins should, of course, be filled in on any new deities and what each of the major religions is known for. A Rogue will probably know the name of the local crime boss and a good place to deal in contraband. Now, as to those artifacts... whether or not you tell the party about them depends on whether or not their importance to the existence of the world is common knowledge. If not, you still might want to let the players of the better-educated characters in on it. |