Pentagon
2015-03-05, 01:18 PM
Hello community
I am an experienced GM for my sins and have written a lot of my own material, but I've always wanted to write something with more... Polish!
So I want to know, from those of you that use pre-mades, what makes the good ones and what damns the worst of them.
If I give some of my ideas:
I'd love to write something a series that spanned an adventurers career but I'm starting with a city story. Having boffed up on cityscape I have a few of my own ideas.
- PCs backgrounds will be hard wired into the campaign so you'll have additional reactions and options dependent on if you have a noble or a criminal in the party for example.
-for parties starting life in the City I'd like to have contacts that theyre given based on their background and class. So they start out knowing a watch sergeant in the docks or an alchemist at the librarian. These characters would have a part in the story as a whole.
-I want a diverse story that rewards exploring and talking to people. Picking up gossip is instrumental for quests and there will often be multiple choices and the ones players don't do might have consequences for the surrounding setting.
I've got lots more ideas but I'll leave it as that, as the hungry consumer what are the make and breaks of a good pre made?
Pentagon
I am an experienced GM for my sins and have written a lot of my own material, but I've always wanted to write something with more... Polish!
So I want to know, from those of you that use pre-mades, what makes the good ones and what damns the worst of them.
If I give some of my ideas:
I'd love to write something a series that spanned an adventurers career but I'm starting with a city story. Having boffed up on cityscape I have a few of my own ideas.
- PCs backgrounds will be hard wired into the campaign so you'll have additional reactions and options dependent on if you have a noble or a criminal in the party for example.
-for parties starting life in the City I'd like to have contacts that theyre given based on their background and class. So they start out knowing a watch sergeant in the docks or an alchemist at the librarian. These characters would have a part in the story as a whole.
-I want a diverse story that rewards exploring and talking to people. Picking up gossip is instrumental for quests and there will often be multiple choices and the ones players don't do might have consequences for the surrounding setting.
I've got lots more ideas but I'll leave it as that, as the hungry consumer what are the make and breaks of a good pre made?
Pentagon