PapaQuackers
2016-09-20, 09:17 AM
So I think the hallmark of a good DM is the ability to temper pacing in a campaign, to dictate the flow and speed of events in such a way that is thought provoking and exciting at the same time.
I find myself at a bit of a cross roads in this campaign that has just started up and I don't want to make you read through all the campaign notes but the jist of it is there's a big war after all the elves get together, including the dark ones, and band together with a handful of other races to enslave all the peoples. It works and it's 20 years later, humans, gnomes, dwarves and a few others are subjected and treated like garbage.
This happened because humanities God failed to return as he was prophesied, humanities empires fell into chaos, their king-priests were executed, and they warred internally. This made them ripe for conquest and I'm sure you get the idea.
The other end of the spectrum is that the evil Goddess in direct opposition to humanities good God is rising to power as necropolis rise where humans are being slaughtered and left there. Now she is gaining traction among humans and is waging a war on the Elves with an undead army and to their surprise she's beginning to gain ground.
Meanwhile the good God has been reborn into a child Aasimir unknown to the world and one of our tasks for the PC, though most of them don't know it yet, is to help him complete the trials he needs to ascend to God-Hood once again.
One of our players is a Monk who is destined to be the good God's shepard
One of our players is a Machinesmith who has discovered ancient technology which would pivot the war in any direction and he is pursued by the resistance, the undead, and the Elves for the knowledge he posses.
Our last player is a Bard who has been slowly molded by the Goddess of evil his whole life unbeknownst to him. Now that he is an adult traveling with two key players in the world he must face his destiny to do her bidding and betray them, or betray his destiny and aid his friends.
So that's the idea with the plot, as it happens they all started out in an underground prison after being captured by the Elves. They were rescued by a Dark Elf who they believe is a member of the resistance, because that's what he tells them, but is actually an ancient of the Evil Goddess.
Now that they are directly out of the prison they are traveling through a labyrinth to make it to the outside world.
Here's where my pacing issue comes in: This labyrinth has no encounters in it, it's all traps and puzzles, and it's fairly long. Upon them entering it I realized none of them have the skills to deal with it appropriately and I errored in my creation of it.
I know where I want them to go next roughly, a city of thieves free from Elven control that can get them to the resistance base for a price, but I don't know if I should cut out the labyrinth entirely or just speed them through it as fast as possible. I don't want them to get bored but I don't want to take away the weight from the world.
I'm also open to suggestions about interesting places the story could go from here, so let me know what thinks.
I find myself at a bit of a cross roads in this campaign that has just started up and I don't want to make you read through all the campaign notes but the jist of it is there's a big war after all the elves get together, including the dark ones, and band together with a handful of other races to enslave all the peoples. It works and it's 20 years later, humans, gnomes, dwarves and a few others are subjected and treated like garbage.
This happened because humanities God failed to return as he was prophesied, humanities empires fell into chaos, their king-priests were executed, and they warred internally. This made them ripe for conquest and I'm sure you get the idea.
The other end of the spectrum is that the evil Goddess in direct opposition to humanities good God is rising to power as necropolis rise where humans are being slaughtered and left there. Now she is gaining traction among humans and is waging a war on the Elves with an undead army and to their surprise she's beginning to gain ground.
Meanwhile the good God has been reborn into a child Aasimir unknown to the world and one of our tasks for the PC, though most of them don't know it yet, is to help him complete the trials he needs to ascend to God-Hood once again.
One of our players is a Monk who is destined to be the good God's shepard
One of our players is a Machinesmith who has discovered ancient technology which would pivot the war in any direction and he is pursued by the resistance, the undead, and the Elves for the knowledge he posses.
Our last player is a Bard who has been slowly molded by the Goddess of evil his whole life unbeknownst to him. Now that he is an adult traveling with two key players in the world he must face his destiny to do her bidding and betray them, or betray his destiny and aid his friends.
So that's the idea with the plot, as it happens they all started out in an underground prison after being captured by the Elves. They were rescued by a Dark Elf who they believe is a member of the resistance, because that's what he tells them, but is actually an ancient of the Evil Goddess.
Now that they are directly out of the prison they are traveling through a labyrinth to make it to the outside world.
Here's where my pacing issue comes in: This labyrinth has no encounters in it, it's all traps and puzzles, and it's fairly long. Upon them entering it I realized none of them have the skills to deal with it appropriately and I errored in my creation of it.
I know where I want them to go next roughly, a city of thieves free from Elven control that can get them to the resistance base for a price, but I don't know if I should cut out the labyrinth entirely or just speed them through it as fast as possible. I don't want them to get bored but I don't want to take away the weight from the world.
I'm also open to suggestions about interesting places the story could go from here, so let me know what thinks.