Dragons & Elementals

Post/Author/DateTimePost
#1

scandy

Jul 31, 2010 8:59:48
Hi. I am a fairly new to DM'ing and have been creating my own quests for my players, but it has not been easy, especially if the players get side-tracked from the planned quests.

At the moment, they are supposed to traverse the elemental planes (own creation) to retrieve something of great importance for a very powerful immortal shape-shifting female dragon. It took them a very long time to get them to actually start on the quest, and I had to give them a 'push'. 

They've just retrieved the first artifact from the first plane. I'm having a little trouble thinking 3-dimensionally as the minis & tiles are basically 2D. Anyway, should I give them some 'down-time' in between the plane-walking sub-quests?

I also intend to do some merging/cross-over (just a little) with a Dark Heresy campaign I'm also currently running. Has anyone else tried a cross-over of another game system? 


Andy
  
#2

sfurtwangler

Aug 02, 2010 8:29:25

Anyway, should I give them some 'down-time' in between the plane-walking sub-quests?


Depends on how long these quests take, but I would say sure. If your players don't have anything to do in the downtime, you can always move right along, but if they want to make some items or something, that's the time to do it.


I also intend to do some merging/cross-over (just a little) with a Dark Heresy campaign I'm also currently running. Has anyone else tried a cross-over of another game system?


My advice would be to avoid it, unless you know your players are familiar with Dark Heresy (or whatever you wanted to use). A lot of their decisions for your D&D game will be made based on their understanding of the D&D rules, and they couldn't anticipate how you'll convert certain features over. You're likely to get a lot of complaints if something ends up becoming less useful than the PC had planned.

If you do try this, though, I would suggest making it a part of travelling to some very different plane - one where the PCs will understand that the rules of the universe will work very differently than they expect. It will also be very clear, this way, that this is a side-trek, and that the cross-over rules will go away as soon as they are done there (that way, if they are unhappy with them, they can chill out, and if they like them, you could always send them to a similar world in the future).

I'm not that familiar with Dark Heresy, but a quick googling looks like its a Warhmmer 40K setting, with guns and everything. This is going to be substantially different from teh 4E D&D rules your players are expecting - which could be both good and bad.
#3

scandy

Aug 26, 2010 20:42:07
Well, I've made the effects of what occurred in the other campaign affecting the Dnd world they're on but nothing more ie. there's no Dark Heresy creatures/machines/space crafts entering the DnD realm and attacking the party, only atmospheric. Needless to say, they did think that they caused the 'sky to be broken' as they'd killed the elemental lord of air and removed a very integral gem from the plane.

That aside, when they asked the dragon who had sent them on the quest about it, she told that that had nothing to do with what they did. They even flew up into the sky to look what was in the strange clouds and saw unfamiliar creatures and things (all DH related) but what was in it wasn't going to come out any time soon.

As for a down-time quest, I've had a city they've been to before and were heading to after the retrieving the last gem be destoyed by chromatic dragons and they decided to seek the help of dwarves from a dwarven city they've previously been to. It didn't take long, though, before they embarked onto the next plane. They've also had a quest in the same area, given by dwarves on the other continent, that they've not finished yet.