Bling Cat
2013-04-10, 09:31 AM
So I'm currently running a low level campaign for three players, and I don't really have anything planned beyond the adventure we're doing now. We're currently running through a module that I've rewritten quite a bit in order to allow them more flexibility in how they approach it, but after that I don't really know where to take them. My setting isn't really worked out yet, so far a mishmash of official fluff and stuff I've got rolling around my head has been used, but my current plan is not to have it ever all worked out, but to kind of make it as they discover it, with it slowly expanding as they explore. One of the reasons I want to do this is so that I can shape the setting around their characters, but I'm having a little trouble coming up with adventures that concern them directly.
My players are a CG Druid (We're playing using the Next Playtest rules currently) who worships Selune and who is part of a circle of druids that is nearby where the first adventure takes place, a NG Fighter who is part of a noble house that has fallen on hard times, and a CN Rogue who used to be a minstrel who wandered from town to town, playing in Inns while robbing the town blind.
The druid is fairly easy, as there's so much fluff about Selune and Shar that I can steal borrow that I'm planning on making the next adventure about stopping a group of Shar worshipers. My problem is that I want to make the other two feel like they have a stake in it as well, without resorting to making it all about how the world will be destroyed if they don't help the druid.
I also want to cater to each of their tastes. The Druids player really likes Roleplay and talking to people, he will always attempt to find the non violent way out of things (Which is great, it means I can set up an encounter the PCs are supposed to fight before realising that they are not their enemy, and it actually works!) and he tends to dominate the conversations. He's fairly aware of this and will offer to let other players ask questions as well and so forth, but the other two are actually fairly content to let him do the talking.
The Fighter's character is harder to get a bead on what they what, but as far as I can tell he likes to be able to do cool things with his character. He likes odd fluff and having things that are a bit unusual but not necessarily useful. For example, he picked the Noble background almost purely so that he could have three man servants, who he gave names and jobs, and then developed his character around that. I'm not sure the best way to make sure he gets the most out of the game.
The Rogues player is the hardest. He likes to Roleplay as well, from what I can tell, but he also seems to like to take a back seat, he's not very forceful. Which is fine, I just want to make sure he isn't being left out due to this. Any ideas on how I can make his character feel useful?
In summary, I want both good reasons for my players to be involved in an adventure, and the best way to cater an adventure around their specific tastes.
My players are a CG Druid (We're playing using the Next Playtest rules currently) who worships Selune and who is part of a circle of druids that is nearby where the first adventure takes place, a NG Fighter who is part of a noble house that has fallen on hard times, and a CN Rogue who used to be a minstrel who wandered from town to town, playing in Inns while robbing the town blind.
The druid is fairly easy, as there's so much fluff about Selune and Shar that I can steal borrow that I'm planning on making the next adventure about stopping a group of Shar worshipers. My problem is that I want to make the other two feel like they have a stake in it as well, without resorting to making it all about how the world will be destroyed if they don't help the druid.
I also want to cater to each of their tastes. The Druids player really likes Roleplay and talking to people, he will always attempt to find the non violent way out of things (Which is great, it means I can set up an encounter the PCs are supposed to fight before realising that they are not their enemy, and it actually works!) and he tends to dominate the conversations. He's fairly aware of this and will offer to let other players ask questions as well and so forth, but the other two are actually fairly content to let him do the talking.
The Fighter's character is harder to get a bead on what they what, but as far as I can tell he likes to be able to do cool things with his character. He likes odd fluff and having things that are a bit unusual but not necessarily useful. For example, he picked the Noble background almost purely so that he could have three man servants, who he gave names and jobs, and then developed his character around that. I'm not sure the best way to make sure he gets the most out of the game.
The Rogues player is the hardest. He likes to Roleplay as well, from what I can tell, but he also seems to like to take a back seat, he's not very forceful. Which is fine, I just want to make sure he isn't being left out due to this. Any ideas on how I can make his character feel useful?
In summary, I want both good reasons for my players to be involved in an adventure, and the best way to cater an adventure around their specific tastes.