Mad Maudlin
2009-01-26, 06:41 AM
So, I'm looking at starting a new campaign in a quasi-clockpunk, semi-modernist, half high fantasy, half renaissance urban setting. I'm planning to start at level one and keep going until the players grow tired of exploring the world (I do have an endpoint in mind, but my gaming group has yet to reach level eight in any one campaign, so…)
Long story short, I've come up with an interesting first adventure to start this campaign. I've always struggled, as player and DM, at coming up with a reason for the party to decide to wander into dungeons and split whatever they find there. The cold open (You already know each other, and now you're standing at the dungeon's front door) and the tavern open both seemed like a copout, and our group finds roleplay difficult enough, without having practically nothing to go on.
So, my solution was this- "So who wants to be an adventurer?" In the grand spirit of shows like Ninja Warrior and Knightmare, someone in the campaign's home city came up with a way to capitalise on all the stories told by passing adventurers. I figure the contestants have to enter in traditional adventuring parties, or something that approaches traditional, and are then put through toned-down versions of popular adventuring scenarios. The format of the show is simple enough - earn points by completing the timed 'quests', then you get to go through a dungeon crawl at the end where the points determine how (long you have? Many monsters you fight? Haven’t decided yet), and the loot from the crawl is the prize. Given the setting, I can justify the proprietors having clockwork recording equipment (What? It works by magic!). I’m deliberately making it more "Crystal Maze" than "Gladiators", except that, instead of a locked door and the presenter announcing you 'dead', you get a knife in the eye socket and a free Raise Dead later on.
Thing is, I can't think what the timed quests should be. One of them is rescuing a princess sitting behind a man in a dragon suit, but that's where I run out of ideas. Any suggestions?
Long story short, I've come up with an interesting first adventure to start this campaign. I've always struggled, as player and DM, at coming up with a reason for the party to decide to wander into dungeons and split whatever they find there. The cold open (You already know each other, and now you're standing at the dungeon's front door) and the tavern open both seemed like a copout, and our group finds roleplay difficult enough, without having practically nothing to go on.
So, my solution was this- "So who wants to be an adventurer?" In the grand spirit of shows like Ninja Warrior and Knightmare, someone in the campaign's home city came up with a way to capitalise on all the stories told by passing adventurers. I figure the contestants have to enter in traditional adventuring parties, or something that approaches traditional, and are then put through toned-down versions of popular adventuring scenarios. The format of the show is simple enough - earn points by completing the timed 'quests', then you get to go through a dungeon crawl at the end where the points determine how (long you have? Many monsters you fight? Haven’t decided yet), and the loot from the crawl is the prize. Given the setting, I can justify the proprietors having clockwork recording equipment (What? It works by magic!). I’m deliberately making it more "Crystal Maze" than "Gladiators", except that, instead of a locked door and the presenter announcing you 'dead', you get a knife in the eye socket and a free Raise Dead later on.
Thing is, I can't think what the timed quests should be. One of them is rescuing a princess sitting behind a man in a dragon suit, but that's where I run out of ideas. Any suggestions?