| Post/Author/DateTime | Post |
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| #1AdromalathApr 26, 2010 4:52:06 | I'm a quite new DM that's leading a group of 4-5 players. We've just started and we're running Keep on the Shadowfell (soon done) and will continue with Thunderspire Labyrinth when we're done with the Keep. After that, though, I thought I'd make up my own campaign (with tie-ins to Keep and Thunderspire perhaps). I just want to get the hang of the game first. |
| #2robertflattApr 26, 2010 7:11:06 | When i read the first part I got reminded of having read somewhere suggesting using quest cards as a player aid, as in a hand out not in itself a campaign/world object, but a memorization tool for players so they don't forget what they are up to between sessions. |
| #3AdromalathApr 26, 2010 8:22:38 | Thank you, some great advice The idea of a group bonus never occured to me, will definitely consider it! I think I have enough to work with now for a while, but if anyone wants to add anything it'd be most welcome ^^ |
| #4rongermanyApr 26, 2010 9:12:58 | Interesting! Here some ideas that occured to me while reading: 1) Put pictures on the cards. Instead of Jacks, Queens and Aces you do something like a Tarot deck, e.g. "The Goblin" "The Orc" "The Cyclops" "The Beholder" "The Dragon". A simple Arcana Check can tell your players that these creatures symbolize the difficulty of the task. Now they can decide if they want to start with the obvious Goblin-Card or the more difficult Orc-Card. 2) It's great to make it an artifact! Since it's a deck of cards, it seems bardish or rogueish to me. Every time the players "unlock" a card (having completed its quest), the artifact becomes more powerful. Call it the "Deck of Adventures" maybe. Then decide what you want it to do each level and make it card-related maybe. E.g. "Daily Power: Cheat Fate - Trigger: You just rolled your dice and dislike the result. Effect: Reroll your dice with a +2 power bonus and use the second result"; "Daily Power: Draw A New One - Effect: An encounter power you have already used recharges." 3) Sorry, never play published adventures ... 4) Again, I would connect it to the card-theme or your general story arc. If you go with the first idea, something like "Bargain" "Starcrossed" "Fortune" (connect that to an arcana check or maybe a ritual so the player's can discern the real meaning of these words. |
| #5AdromalathApr 26, 2010 15:58:22 | OK so here's the artifact I made using the information you have provided me with and some ideas of my own. Sorry for incoming wall of text. What do you think? Tarot Cards of the Arcane (Heroic Level) The Tarot Cards are an ancient artifact. They once belonged to a great sage whose name has been long forgotten. This sage used them to predict the future with great accuracy, earning him a nation-wide reputation. At some point in time, however, the cards stopped prediciting the future. No matter how many times the sage shuffled the deck, each time he flipped the top card it was the same one. As long as this one card was face-up, no other card showed anything. They all seemed to be two back-sides, except for the one unique card. After this, no one knows what happened to the cards or where they might now be. A deck of thirteen cards decorated with intricate symbols and runes on the back. The front of each card is adorned with a larger arcane rune whose meaning eludes you. When you hold the cards, faint images of the future flash by in your thoughts. Suddenly you understand the meaning of the rune. The Cards are a wondrous item with the following properties: Goals of the Tarot Cards of the Arcane:
Roleplaying the Tarot Cards of the Arcane The primary goal of the Cards is to find adventurers who are strong enough to solve their riddle. They do not speak to their possessor, but instead communicate using visions, surges of emotion and, if they find their possessor worthy enough, cryptic whispers. Concordance Pleased (16-20) Property: Will and Insight bonuses increase to +5 and apply to the whole party. Satisfied (12-15) Property: Will and Insight bonuses increase to +3. Normal (5-11) Unsatisfied (1-4) Angered (0 or lower) Moving On |
| #6The-Magic-SwordApr 27, 2010 8:17:31 | Suggestion- you could allow the cards to eventually take on a mysterious feel, particularly as the party does more and more quests, perhaps they begin to learns that the cards have their own agenda, or that they're the tool of some villain or somethign who's manipulating them... perhaps he's using the cards to test the group until they have proved themselves worthy to serve him. the important thing is that at the end of the campaign, they confront whatever it is, or do somethign important to the origin of the cards. Examples of this can include: defeating the person who sought to manipulate them through the cards (if you go that route), completing the purpose of the cards (like say perhaps they were created to fight against some great hidden evil, the various quests can contribute in some way, like killing monsters whom may join this evil one's army), or perhaps the intention behind the cards (or their change in purpose) was to train heroes when the world needs them. this way it feels like a conclusion, rather than "okay, so you get this message and do this quest for little to no reason, like kill this super powerful elder dragon... it's over" |
| #7robertflattApr 27, 2010 9:54:37 | Seems nice good luck with the campaign when you get to it. One suggesting could be to make the bonuses named as item bonuses and again drop concordance from leveling altogether.Might be my personal preference, or my misunderstanding of the concordance rules, but if an item is meant to drive the story I would like to decide when it leaves, at least in the pleased end. |