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| #1AldathJul 30, 2014 18:47:08 | Ok guys, I want to master a campaign, and I want to do it WELL this time arround, since my campaigns usually have very good plots (according to my players) but aren't enough to hook the Player Characters on their motivations... I end up writting interactive novels.
So, here's what I'm planning, help me tie everything together!
Campaign Setting: Post-Apocalyptic Fantasy Tokyo (Should look like this, not trying to make "Fallout" but something more like "Nier" or "Fragile Dreams")
Edition: D&D Next Starting Level: 3 Adventure Type: Sanbox Hexcrawl Number of Players: 4 Plus a GM PC Allowed Races: Human, Dwarf, Dragonborn, Warforged Character Classes: Paladin (Female Warforged), Fighter (Male Dragonborn), Summoner (Pathfinder Class, Male Human), Ranger (Male Human), Bard (Female Human) Genre: Horror, Drama, Anime Fantasy Level of Lethality: High. Most creatures are spirits or aberratins made only to kill and won't negotiate; very few Neutral sentient creatures willing to negotiate or aid players exist, and those intelligent enough are usually Chaotic Evil. It's a kill or be killed world and most enemies won't run away when weak, they'll fight to death. Environment: Plains, Desserts, Lava, Jungle, Coast, Ice, Sea, Savannah, Badlands, Swamp, Forest.
Campaign Background: It's been 1360 years since humanity was stricken by a wave of bizarre events that begun in Nakano District of Tokyo, Japan; it all began with a shadow covering the area, unexplainable deaths, and lastly, what ended mankind as we knew it: a sickness known as "The Sipriting", a process in which the victim slowly starts to become weak and fade away as black marks appear on their skins, until they end up dissapearing. Tokyo itself is all that's left of Japan since a Tsunami destroyed all the rest of the country. Supernatural Beasts, Otherwordly Predators and aberrations now roam the wilderness and most ghosts seek only to cause pain. Society and Living: There are only a very few hundreds of humans in Tokyo, more or less 750. Only three settlements exist, scattered thru the region; one of Humans and a few other races, another one of Dwarves, and another of Dragonborns and Warforgeds. Some humans live scattered arround in shires or ruins of buildings, but said ocurrences are rare and they're usually crazy. "The Spiriting" has no known cure, and since no creature ever ventures out of their settlements, they are all resigned to live a peaceful live till' the end comes, but no one wants to have the grim task to be the last one standing, so they're usually helpful to each other. People lives like in a manner similar to Feudal Japan, but with some of the values of modern japanese society. People has no interest on learning their past story, for all they know that country is the last one standing on earth. Non-Human Racial Backgrounds:
Players and Motivations:
Main Story Plot Mysteries
And that's what I have, no effing idea how to make it work, and I like it ._. |
| #2NomralAug 01, 2014 21:05:30 | Hmm...well, you've already got that mysterious poem in the hands of the bard, so you've tied in that motivation there. I have a couple other thoughts...
And keep in mind that your PCs will decide for themselves what they do...a lot of times, just a plot hook alone will be enough to entice them, and while they're on a "plotty" adventure you might throw in something from a PC's backstory as treasure or an opponent or something. Sometimes PCs will take initiative and just decide to head straight for whatever they want, whether it's plot-related or not...and then, you can focus solely on that or find a way to tie it into one of your plot hooks. At the very least, the background of the world and its important aspects will have an effect on every adventure the PCs undertake. |
| #3Caliburn101.Aug 02, 2014 5:30:14 | Firstly, read the Rifts RPG background.
In that game, the power of magic comes from the energy released from the billions of deaths and the souls released at the same time in the cataclysm. These supercharged ley-lines and magic that already existed in very minor ways into very powerful and easily used versions of themselves.
Second, incorporate the background principle that magic is about belief. If many people had a belief before the fall of civilisation that a place was haunted, or an object had mystic power, or a red moon meant the release of evil... then have all that exta magical energy crystalise around that belief and so now it really happens!
This will give you vast amounts of real world mythologies, conspiracy theories and histories to draw on as inspiration - you can 'D&D them up' whilst keeping the original theme of the thing from the real world.
Any amount of plot can flow from all of that - the world has so many myths, legend and beliefs you will never run out of material! |