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View Full Version : Trying to introduce my campaign setting to my potential Players



SangoProduction
2015-07-18, 12:24 AM
For online games, it's easy, have an interesting "bait" (first paragraph/sentence) and then pile on all the information you can without being...too boring (ie. mix up your wording a bit). But, when you are trying to gauge interest in a live campaign, you've got to take it up a notch, and get only the necessary information out there as fast as possible.

I am not...used to this. I don't tend to DM live games. So, I reach out to you guys for a bit of help. I've got a couple of ideas for how to give the introduction. Could you tell me which one is the best, but still gives the best feel for the setting (or suggest a better one)

(And Yes, I yanked a large deal of the ideas from that magic city threat.)

1) "The metropolis of Golgaros is the magical, economic, and military super power of the world. Lately someone's been undermining the powers in charge, and you've been tasked with handling it.
-I feel this is short and concise, but might not give enough information.

2) "The metropolis of Golgaros uses its immense magical potential to excel at just about everything, and make their population as prosperous as possible. Though there are darker sides of this city, the things that would impact its own full-fledged citizens are kept at bay by some of the best magically supported law enforcement.
However, someone bypassed these law enforcement. You've been called to service as top ranking specialists in your class to help solve this."
-I feel this is probably a nice balance of long-windedness and providing information.

3) "The metropolis of Golgaros, often called "the city that never sleeps", is the center of the world's power. The strong grow stronger and more successful, so much so that even unborn children have talent with magic. However, those who can't stand up to the brutal requirements are often faced with equally brutal consequences. Crime and War was staved off by some of the best magics available, as well as the magic taxes the Council takes.
The complacent law enforcement force is now being undermined and it is your job to stop it."
-Again, I think this is quite nice, and captures the basic feel of the campaign that it's supposed to evoke and not too long. I'm not sure though.

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My entire set of details and ideas that I've considered giving to the players right off the bat (and there's some that are hidden from them until discovered).

What everyone knows from basic training:

The metropolis of Golgaros is easily the largest, and most profitable, not to mention, most powerful, city in the entire world. Controlled by a council of the highest clerics, wizards...and the occasional sorcerer, Golgaros has grown to be the magical super power it is today, and has been such for decades. Lit by the fires of Continual Flame, many have even called it the city that never sleeps, as the citizens are no longer beholden to the rising and setting of the sun.

The people enjoy great prosperity. Most people born in the city are just in touch with magic, being born with it, and sometimes using it even while developing. The farmers can support themselves using spells like Plant Growth, and Purify Food and Water, to dramatically increase yields. The craftsmen often employ as many Unseen Servants as actual apprentices, if not more.

They do pay taxes, but the largest taxes are in the form of using spells for the state, for which, they are often given a tax refund in cash. And yes, that's cash as in paper money. With so much productivity, the inflation of diamonds, gold, silver, copper, and iron skyrocketed far beyond what is usable in trade. To prevent people from having to carry wheel barrows of such precious metals and minerals, the Grand Magus Council started exchanging said materials for official printed money, which is redeemable for metal, in the case that you leave the city to trade in barbaric areas who don't take the money.

Among the richest of the mages include the teleporters and diviners, with healers coming in a close third. With travel being dangerous, even for the magically imbued, being able to instantly get to where you're going, or at least know what is out there, and where to avoid are incredibly useful assets. Not to mention the uses diviners have for just about everything from politics to security, and whether your child will be a boy and girl, their possibilities are truly endless, even if each individual job pays less than the teleporters. The only thing keeping healers back from being the richest is that many go into the specialization with the idea of saving others more than making money, and those that want to make money have to compete against the ones that don't. After all, what price could you put on your own staying alive?

The military, though it has gone unused for 15 years now, is perhaps its most terrifying feature of this bustling town. Given that they collect spell taxes in times of peace, they can unleash either the most amazing barage of fireballs, or dominate any enemy army into destroying itself. And that's not even considering the Grand Magi, or the reserves of wizardous fighters who could likely deal with an army without need of the taxes. They've even got methods to counteract Anti-Magic Field, as their previous opposition found out.

As far as education is concerned, children are forced into mandatory magical schooling, starting off with arcane and divine theory and instruction so they aren't harming others with their wild magic. From there, the children can choose from the available schools and eventually subschools of magic to specialize in, starting with "divine" and "arcane". Once specialization decisions are made, it's unlikely for one to be able to go back due to the time limits for their schooling. Only the most talented could go back, and still finish in time. Those unfortunate enough to not make it through schooling end up...exiled, after having their memories erased...in the best scenarios.

Many times, during said education, they pull out their monsters that are grown in pocket dimensions as live training practice. No instructor help is allowed...and not everyone survives. Though, this is often reserved for advanced students who've learned of party play, it also may serve as a final challenge for those who just barely fail the schools. Those final challenges are often just that, final, but those who succeed often have some credit to their name, despite nearly failing to stay a part of Golgaros.

The courts and Halls of Debate have magically enforced Zones of Truth, and for the more powerful, they must submit to a Dominate Person from the Grand Magus Council to not tell a lie in these areas. The law enforcement heeds the whims of the diviners, who tell them where and when crimes are supposed to be committed. Though they grew complacent, having a couple guards looking in your direction before you were going to commit a crime is often a good deterrent.

Until now. Somehow, someone has been able to cheat the system. They've been able to commit crimes that even the most novice of diviners should be able to see coming. It's been rather petty crime so far, but it's causing quite the stir. Rumors have even come out that it's a conspiracy with the Grand Magus Council, but those are just rumors.

You are the enforcerers who have the deal with the aftermath, regardless.

Honest Tiefling
2015-07-18, 10:35 AM
I like number 2. I feel that number 3 is trying to be more poetic and while introducing a campaign is a great time to do this, I am a little confused as to how strong an unborn baby really is, so I find it mostly confusing.

Number 2 gets across several vital pieces of information:
1) Urban campaign, check
2) Magic is everywhere, check
3) There is a known criminal element here, check
4) We're going to stop that element which is up to no good, somehow, check.

This gives the basic information to start making a PC, and give me the tone of a campaign.

marphod
2015-07-18, 05:19 PM
Who are you trying to sell this game to?

Friends/People you regularly game with? People at a Gaming con? People at a non-gaming focused con? A meetup group?

if you know the players are in, and are just giving them information, the first with some bullet points is probably. If you have a ready group of players and want to know which are interested, the 2nd. if you're going into a group of unknowns, the third is the most informative and drawing, but may miss some of your target demographic.

You can also add a line like "A high-magic campaign removing the criminal element from the city, starting at level foo." to the first to clarify it.

Yukitsu
2015-07-18, 05:43 PM
This reminds me of something. :smalltongue:

I think it does depend a lot on what your target market is there. If it's your friends, I like to just go in with a sort of Q&A approach filling in what the campaign is going to be about as they ask and just giving a general outline. I save more scripted recruitment for online ones with strangers, but the best pitch is one that very clearly tells the genre, the setting and the tone of the campaign. (police procedural in a high magic city with an emphasis on adventure for example.) I'll put in setting details but usually those aren't important when trying to pull people in.

SangoProduction
2015-07-18, 06:54 PM
Thanks you guys. And my audience is friends, but they don't really play much.