Pablosdog
Prophet
- Joined
- Aug 6, 2008
- Messages
- 1,879
see above. I got a game group together willing to play, all are pretty different and one of them has never played dnd before.
Half the group likes kick in the door
The other is more into storytelling.
I was thinking of setting in the unapproachable east, given that the sword coast is completely overused. I was considering setting it in the east rift, and would task them defending it against the hordes of the underdark+mind flyer folk. Thing is, I hate the spell-plague, but I've agreed to use it. I planned on setting this after the spell plague has already ravished most of the land. I was thinking of having them create not only their character but a rival as well of opposing alignment. That way they get a different perspective while adventuring. Playing as two rival adventuring groups so to speak. I don't really want to hamfist them with my own philosophical meanderings, but I still want to tell a compelling and strong story. Betrayal is always fun.
I need some ideas with integrating the spellplague enough that it creates a more interesting story for the players to follow. Perhaps a group of amoral drifters that purge the spellplague from everyone and anyone? Should I treat it as a gift..a disease or both? I do want to keep the story on the grey end of things that is, every quest has a choice and consequence. I was thinking of adding a somewhat open world element in that certain quests are not integral to the story but can be completed(i.e bonus dungeons and the like)
Any ideas would be helpful
Half the group likes kick in the door
The other is more into storytelling.
I was thinking of setting in the unapproachable east, given that the sword coast is completely overused. I was considering setting it in the east rift, and would task them defending it against the hordes of the underdark+mind flyer folk. Thing is, I hate the spell-plague, but I've agreed to use it. I planned on setting this after the spell plague has already ravished most of the land. I was thinking of having them create not only their character but a rival as well of opposing alignment. That way they get a different perspective while adventuring. Playing as two rival adventuring groups so to speak. I don't really want to hamfist them with my own philosophical meanderings, but I still want to tell a compelling and strong story. Betrayal is always fun.
I need some ideas with integrating the spellplague enough that it creates a more interesting story for the players to follow. Perhaps a group of amoral drifters that purge the spellplague from everyone and anyone? Should I treat it as a gift..a disease or both? I do want to keep the story on the grey end of things that is, every quest has a choice and consequence. I was thinking of adding a somewhat open world element in that certain quests are not integral to the story but can be completed(i.e bonus dungeons and the like)
Any ideas would be helpful