Rfkannen
2021-01-12, 08:13 PM
So I have a problem with almost every single campaign I run, I make the players go too far from their starting location, and I always regret it. They lose touch with the npcs they were talking to, I lose touch of the tone because I am trying something diffrent, ect.
So for my next campaign I decided I am going to make an area smaller than 24 miles square for an entire tier 1 to tier 3 campaign!
I have a basic idea of the campaign already, its sort of a cross between amphibia and wolf walkers? Levels 1-5 you do small jobs around town, get the farmers to trust you ect. Levels 6-8 you deal with a small cult in town and deal with the local fey in the nearby forest. Level 8-14 the town gets a new lord (sent by the king who took over in my last campaign) who turns people against the forest's fey and you have to mediate the outcome. I also really like the idea of a lot of downtime, players can the town priest and run the church, get a farm, start a tavern, ect. Really let players engage with the area.
ALSO as a fun experiment, I am going to try to turn this campaign into a adventure book and put it on the dms guild after I run it! My campaigns already have pretty extensive notes, and I use InDesign professionally, so why not combine those and make a book out of my campaign!
However I am nervous about keeping the tension in tier 3. I plan on making the lord pretty intimadating, a high level paladin type with a bunch of lieutenants who do stuff around the area that the pcs have to stop. But pcs can do stuff like teleport and DESTROY towns with singular spells at higher levels. I am afraid that pcs of that level will feel really constrained by mostly adventuring in a small town.
Any tips for running an adventure set in a small town at tier 3? Is there a way to keep pcs entertained at that level withought having them interact with big picture setting stuff? Do you think having an invading lord works? (the tier 3 content is the stuff I am the least certain on, I am mostly excited for the fey and town stuff, but I also really want this campaign to get to tier 3). Any other advice?
So for my next campaign I decided I am going to make an area smaller than 24 miles square for an entire tier 1 to tier 3 campaign!
I have a basic idea of the campaign already, its sort of a cross between amphibia and wolf walkers? Levels 1-5 you do small jobs around town, get the farmers to trust you ect. Levels 6-8 you deal with a small cult in town and deal with the local fey in the nearby forest. Level 8-14 the town gets a new lord (sent by the king who took over in my last campaign) who turns people against the forest's fey and you have to mediate the outcome. I also really like the idea of a lot of downtime, players can the town priest and run the church, get a farm, start a tavern, ect. Really let players engage with the area.
ALSO as a fun experiment, I am going to try to turn this campaign into a adventure book and put it on the dms guild after I run it! My campaigns already have pretty extensive notes, and I use InDesign professionally, so why not combine those and make a book out of my campaign!
However I am nervous about keeping the tension in tier 3. I plan on making the lord pretty intimadating, a high level paladin type with a bunch of lieutenants who do stuff around the area that the pcs have to stop. But pcs can do stuff like teleport and DESTROY towns with singular spells at higher levels. I am afraid that pcs of that level will feel really constrained by mostly adventuring in a small town.
Any tips for running an adventure set in a small town at tier 3? Is there a way to keep pcs entertained at that level withought having them interact with big picture setting stuff? Do you think having an invading lord works? (the tier 3 content is the stuff I am the least certain on, I am mostly excited for the fey and town stuff, but I also really want this campaign to get to tier 3). Any other advice?