Parakirby
2008-02-20, 09:14 AM
I'm at college (freshman year) and I think it's high time I met a few people for D&D. I've done my research (except for casting magic, from what I've been informed is that magical characters tend to make the rest of the team wait while they decide what spells to use. Any ideas how to get a group together without exposing my dorkdom to the general public?
Also, I have a plot for my D&D campaign (What the players don't know is spoiler'd):
Approximately 100 years ago from the present day, Ceres, Goddess of Prophecy, came down before her loyal priests. This is a monumentus event- Most of the time she possessed her priests, or sent an avatar, but the actual god appearing before the priests was completely unprecidented.
Her message was brief and straightforward, however, completely unlike her other foresights.
"Magic shall destroy the world."
With these five words, she caused a wave of panic across the world. Almost immediately after, mages and wizards were hunted down and killed, magical items broken and rendered useless and impotent. Wars ceased as nations banded together to stop the magical menace, although tensions continued to mount even while they worked with one another.
The players, once they group together (Inevitably they probably end up sharing a cell due to a bar fight, probably) the god of tricksters appears before them. He tells the players that only he knows what happened a century ago: The god of destruction, Mal'zar, had threated Ceres into delivering the altered message. The original message was:
"The backup of magic shall destroy the world."
What would occur if too much magic went unused it would start using itself in dangerous ways. At first, it would be small; moving objects, ghostly apperitions, but slowly gain power, to where whole cities would be transformed into who knows what- people and all.
The players must choose whether to believe 100 years of propoganda and motivation, or the god of tricksters- Who says the reason he's telling the players is 'if everyone's dead, who'll there be left to trick?'
Thus, giving players more control than any railroad game could.
Also, I have a plot for my D&D campaign (What the players don't know is spoiler'd):
Approximately 100 years ago from the present day, Ceres, Goddess of Prophecy, came down before her loyal priests. This is a monumentus event- Most of the time she possessed her priests, or sent an avatar, but the actual god appearing before the priests was completely unprecidented.
Her message was brief and straightforward, however, completely unlike her other foresights.
"Magic shall destroy the world."
With these five words, she caused a wave of panic across the world. Almost immediately after, mages and wizards were hunted down and killed, magical items broken and rendered useless and impotent. Wars ceased as nations banded together to stop the magical menace, although tensions continued to mount even while they worked with one another.
The players, once they group together (Inevitably they probably end up sharing a cell due to a bar fight, probably) the god of tricksters appears before them. He tells the players that only he knows what happened a century ago: The god of destruction, Mal'zar, had threated Ceres into delivering the altered message. The original message was:
"The backup of magic shall destroy the world."
What would occur if too much magic went unused it would start using itself in dangerous ways. At first, it would be small; moving objects, ghostly apperitions, but slowly gain power, to where whole cities would be transformed into who knows what- people and all.
The players must choose whether to believe 100 years of propoganda and motivation, or the god of tricksters- Who says the reason he's telling the players is 'if everyone's dead, who'll there be left to trick?'
Thus, giving players more control than any railroad game could.