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| #1babooniclesSep 28, 2009 1:16:59 | Heyo fellow WotC forum-goers. I'm trying to finish a multi-part adventure for my group that could potentially change the face completely of one of the areas of my homebrew campaign world. As such, I want the climax to be epic and contain as few holes as possible. I have the advantage of knowing they are in the thick of it and will want to put an end to the trouble plagueing said area as soon as possible. Here's what I've got so far, feel free, in fact, PLEASE DO critique the outline and any potential holes in the story. Tell me if I add something that would demotivate you from continuing if you were a player! I'm going for a mystery that eventually culminates in the players questioning where their own loyalties really lie, and acting upon those loyalties to end the chaos in this kingdom once and for all. I'll update regularly with work I've done on it as I have a month to prepare for this and hopefully I provide you with something interesting to read while you provide me with feedback I need to make this a near perfect adventure!
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| #2pbnSep 28, 2009 3:40:49 | sounds wonderful! Not to nitpick (though you DID ask for it) - you mention "abominations", as this is hellish and not far realm, is it safe to assume you will NOT be using aberrant creatures?
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| #3tomcardinSep 28, 2009 12:59:22 | It seems rather straight forward. By that I mean to the players its just going to look like another smash and grab. I don't think there is anything to make them suspicious of the queen's motives, she may be lacking in ability but she is the rightful heir and better yet she is leaning on them for this. A good patron is awesome for the PC's, so unless you feed them information to make them suspicious they should do what has been asked without issues. Now if they should succeed and return with this artifact and be betrayed in some way by the queen, bad bad things will happen (well they would in my games where the PC's care about their image and reputations as much as their hitpoints). This may be exactly the plot you are looking for but its hard to tell where you intend to go with it. I would urge to get the players more involved in the plot, they could be approached by an opponent to the queen who will urge to them that she is misleading them...The artifact is dangerous and will bring the horror that was placed upon the old kingdom down on their heads again. Or that there is no artifact, the queen is trying to lead the heroes to their doom because she fears they will be tools used to overthrow her. This is also a good opportunity to dispense different elements of the plot to different players in isolation and only if they all bring what they know to the table and share it will they be able to possibly piece together the puzzle. Take them outside one at a time and give them their bits of info, don't rely on them playing in character should you tell them everything at the table. This creates a fun mystery type of atmosphere at the table, especially if some of the players think sharing their info will do more harm than good. |
| #4babooniclesSep 28, 2009 21:33:20 | I think you've hit some very good points Tom. I think there is potential to think about. I've had a long day at the office so I'm not quite in thinking mode but let me lay down an idea that may have potential. I'm thinking that since it has only been a short time, perhaps the true heir has "survived" in that it's possible that he's been living as an undead (a custom undead creature of some sort... one that isn't of the inherently mindless and evil variety). I also like your idea about approaching the players before the session, and giving them information that their characters will have access to and no one else. I like the idea of things not being common knowledge amongst the party. It is very possible for some of them to have doubts and misgivings about their task should they learn that they have been decieved even if unwittingly. The groups paladin, for example, is an older man who lived and served during the time of the now deceased king and is fiercely loyal to his family (hence why he's on this adventure) while our artificer has expressed his doubts from the start already saying things like "an artifact that can save a kingdom, prepostrous! There is something more to this." So, I'm interested to see how the paladin will react to learning about this scandal. Especially if the heir is "alive" he has a choice... support a leader who his people disrespect and maintain a state of order or challenge her right to the throne as well and champion the surviving heir.
Of course, that's just one of many paths I could take this... feel free to drop more ideas I like the way you think.
EDIT: Of course, feel free to tell me I'm overthinking this to much and should just roll with something fairly straightforward... I don't mind it as it is I just think it could do more... |
| #5tomcardinSep 30, 2009 13:29:28 | Thanks, I am glad you like my devious approach to things. Hehe. I don't think it ever hurts to overthink things, you should be several steps ahead of your players and you should be equipped with a knowledge of what makes the relavent NPC's tick. If you can accurately second guess how your players will react to the situations you set before them then you are really ahead of the game, but in my experience you just can be sure until it all unfolds...at which point your best ability to roll and flow with the outcomes is what will make an entertaining game. Bottom line for me is I want the players to have fun, get emotionally attached to their character and the world they are in and become emersed in the experience. |
| #6fukaSep 30, 2009 13:39:59 | Solo runs before the main campaign (take them to level 2 or 3 in solo work) could establish a nice variety of points of view. Each could be a recent hero to the kingdom - but to what end and in who's eyes? The heroes could have each worked for a different noble house, some friendly to the queen, some neutral, some opposed. Friendly heroes might have a hard time w/ wierd layers especially if you establish 'facts' during the solo work. (Maybe one of them saved a seer that pointed them in this direction) Neutral heroes might be more cerebral, having already been made privy to the dilemma and being interested in finding out more truth. Opposed heroes might be sent to find 'dirt' on the queen. |