dascarletm
2011-07-04, 01:58 AM
Like it says, how do you know what's the line between keeping your plot going and just forcing your characters. My current campaign seems to be going good but I foresee problems in the future and I want to get some help before hand
So, I'm running a campaign using one of the deities and demigods alternate religions (the one with Elishar and Toldoth if you have the book or read it), and the main villain is a necromancer that I intend to be a recurring character throught the campaign. Pretty much he's bringing toldoth into the world through necromancy so that him and the forces of elishar are so weakend after the great battle that he can mop up and rule the world afterward as the one and only god. He's like supposed to be like this smartest man in the world deal and whatever...
Anyway, so they fought the necromancer once and he died but he planned it so that he'd just get rezed afterwards. They found out and know he's going to be tricky and all that but anyway let me get to the point.
My players are pretty clever and they'll no doubt try to find a way to outsmart him and put an end to him for good. Which is great I want them to try and think of ways to defeat him (really the campaign cruxes on them just trying to screw up his plans to make both forces as equal as possible) and get him for good. If they do this my campaign would just end prematurely unless I just keep coming up with ways to make their plans fail.
I know as a player that can be frustrating to know that no matter what I did the DM would just make the same outcome anyway.
So what should I do? Where do I draw the line between keeping my planned plot going, and letting the players be creative to solve problems?
So, I'm running a campaign using one of the deities and demigods alternate religions (the one with Elishar and Toldoth if you have the book or read it), and the main villain is a necromancer that I intend to be a recurring character throught the campaign. Pretty much he's bringing toldoth into the world through necromancy so that him and the forces of elishar are so weakend after the great battle that he can mop up and rule the world afterward as the one and only god. He's like supposed to be like this smartest man in the world deal and whatever...
Anyway, so they fought the necromancer once and he died but he planned it so that he'd just get rezed afterwards. They found out and know he's going to be tricky and all that but anyway let me get to the point.
My players are pretty clever and they'll no doubt try to find a way to outsmart him and put an end to him for good. Which is great I want them to try and think of ways to defeat him (really the campaign cruxes on them just trying to screw up his plans to make both forces as equal as possible) and get him for good. If they do this my campaign would just end prematurely unless I just keep coming up with ways to make their plans fail.
I know as a player that can be frustrating to know that no matter what I did the DM would just make the same outcome anyway.
So what should I do? Where do I draw the line between keeping my planned plot going, and letting the players be creative to solve problems?