Foolster41
2010-10-06, 04:59 PM
I am working on a homebrew roleplaying game, and being not very experienced I'm am unsure about writing the campaign for it.
The game's story is about a bunch of human kids who find themselves in another world of monster that they befriend. (Yeah, not incredibly original (http://en.wikipedia.org/wiki/Digimon)though it's something I was interested in playing and I havn't seen a whole lot of RPGs on the subject.) Anway, I'm using original monsters and the plot is after they meet their monsters they find out a monster called Aojar is ruling the world with in Iron fist, and some of his henchmen attack them right away, and they are given the hint that he might have something to get them home.
Anyway, I'm going to design little encounters of different kinds around, and different types of areas (deserts, mountains, cities, etc.) but I'm not sure how to proceed after that. It seems too aimless to just have the players go around meeting the different encounters, even with the main goal (defeeating Aojar) is set. How do I build something that works up to defeating Aojar at the climax, and yet isn't rail-roading them ("ok, so now this boss is within your challange range, so beat this boss")
Thanks!
The game's story is about a bunch of human kids who find themselves in another world of monster that they befriend. (Yeah, not incredibly original (http://en.wikipedia.org/wiki/Digimon)though it's something I was interested in playing and I havn't seen a whole lot of RPGs on the subject.) Anway, I'm using original monsters and the plot is after they meet their monsters they find out a monster called Aojar is ruling the world with in Iron fist, and some of his henchmen attack them right away, and they are given the hint that he might have something to get them home.
Anyway, I'm going to design little encounters of different kinds around, and different types of areas (deserts, mountains, cities, etc.) but I'm not sure how to proceed after that. It seems too aimless to just have the players go around meeting the different encounters, even with the main goal (defeeating Aojar) is set. How do I build something that works up to defeating Aojar at the climax, and yet isn't rail-roading them ("ok, so now this boss is within your challange range, so beat this boss")
Thanks!