NOhara24
2013-04-30, 02:07 PM
Patches, Sinn (two N's because it's edgy), Aster and Shatonia Bon Qui-Qui Monroe-Jones; don't read this. Spoilers may follow.
Hey playground, I need some direction in the campaign that I'm running. Here's more or less what's happened in the form of bullet points:
Before the campaign started:
War between the Drow and The Church (loosely organized group of good-aligned worshipers) left the Drow scattered and Lolth dead.
What the players have experienced at this point:
The remaining Drow are seemingly starting to organize and strike back at the Church, attacking small cities and making key assassinations of low-level officials within the Church with the intent of causing discord and paranoia among citizens. It's working.
Both major cities the players have been in have been attacked in some fashion. The first city, Drywind, was razed. Players managed to save the Cleric assigned to the town and most of the townsfolk, but the captain of the guard and a couple key NPCs died as well.
The second city,Oasis, while not subject to an overt attack, did see their church-appointed Magistrate assassinated and impersonated by what the players think is the same individual that masqueraded as the Captain of the town guard in Drywind.
Where I'm running into trouble:
In both major cities the players have been to, I've run the same gag twice. The antagonist(s) comes in, abducts a person of importance and while disguised as his victim he orders the players around to do his dirty work for awhile until he can either organize his forces and attack the city (Drywind) or kill his victim in private and display his corpse in a public place for all to see (Oasis).
I haven't given my players many juicy clues just as to who they are opposing or what their next move should be.
Now, my knee-jerk reaction is to throw them a bone for their trouble. Give them some sort of key information that would get the wheels in their heads spinning and motivate them to move the campaign in the direction of their choice instead of me saying "Well, now you're going here." Basically give them the carrot instead of the stick to get them moving.
My other thought is to do what I've done before. Send them to a new city and see if they've caught onto the M.O. of their foe(s) and if they do, they'll thwart an attack on the city they're in and catch the enemy with their pants down. Dangling the carrot in front of them and threaten with the stick if they fail.
What say you?
Hey playground, I need some direction in the campaign that I'm running. Here's more or less what's happened in the form of bullet points:
Before the campaign started:
War between the Drow and The Church (loosely organized group of good-aligned worshipers) left the Drow scattered and Lolth dead.
What the players have experienced at this point:
The remaining Drow are seemingly starting to organize and strike back at the Church, attacking small cities and making key assassinations of low-level officials within the Church with the intent of causing discord and paranoia among citizens. It's working.
Both major cities the players have been in have been attacked in some fashion. The first city, Drywind, was razed. Players managed to save the Cleric assigned to the town and most of the townsfolk, but the captain of the guard and a couple key NPCs died as well.
The second city,Oasis, while not subject to an overt attack, did see their church-appointed Magistrate assassinated and impersonated by what the players think is the same individual that masqueraded as the Captain of the town guard in Drywind.
Where I'm running into trouble:
In both major cities the players have been to, I've run the same gag twice. The antagonist(s) comes in, abducts a person of importance and while disguised as his victim he orders the players around to do his dirty work for awhile until he can either organize his forces and attack the city (Drywind) or kill his victim in private and display his corpse in a public place for all to see (Oasis).
I haven't given my players many juicy clues just as to who they are opposing or what their next move should be.
Now, my knee-jerk reaction is to throw them a bone for their trouble. Give them some sort of key information that would get the wheels in their heads spinning and motivate them to move the campaign in the direction of their choice instead of me saying "Well, now you're going here." Basically give them the carrot instead of the stick to get them moving.
My other thought is to do what I've done before. Send them to a new city and see if they've caught onto the M.O. of their foe(s) and if they do, they'll thwart an attack on the city they're in and catch the enemy with their pants down. Dangling the carrot in front of them and threaten with the stick if they fail.
What say you?