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Thread: Designing a campaign
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2009-06-08, 03:29 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Netherlands
- Gender
Designing a campaign
So, as a test of my abilities and general interest I'm going to try and build a campaign for Neverwinter Nights 1.
Now, if you've never played the game the only thing you need to know is that it's based on DnD and you can basically create your own campaigns with a couple of caveats (as in, monsters available, stricter rules set, etc.).
I'm looking for input on my campaign. As this is my first time creating one of them modules I'm not looking for something overly complicated, but I'm afraid that if I dumb it down it'll get too railroady.
So far, I'm thinking of having the player start as a new recruit for a mercenary company. The company has taken up shop in a recently abandonded village and are trying to get the situation under control. I'm not sure on the danger yet, but I want it to be somewhat supernatural.
I'm thinking the player will end up traveling back in time/space/alternate reality, facing something...
I want the feel to be slightly horrory, or at least distrurbing. The character should be pulled away from his natural world and be forced to survive in a world that looks very similar, but is completely different.
Like I said. I still have no idea for the campaign. So i'm looking for some input here.
Can any of you help me with plot hooks, maybe some side quests, etc?
Recently resurrected. Sorry for bailing on you guys.
"Never play leapfrog with a unicorn"
Awesome OOTSatar by Crimmy, masterfully done.
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2009-06-08, 10:04 AM (ISO 8601)
- Join Date
- Aug 2008
Re: Designing a campaign
How about this, after some initial investigation the village gets blockaded by many many ghosts, trying to run the blockade only gets you killed. (perhaps the next areas over would also have too many undead to handle, forcing a retreat. Further investigation reveals an entrance to the underground and eventually an ancient temple which was accidentally breached when the new sewers were being dug. The temple can lead to a time portal if thats the way you want to go... by stopping the evil force in the temple's past you can change the future and save the villagers(ghosts)
It's going to take a LOT of fireworks to fix this! -Homer
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2009-06-08, 10:33 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Israel
- Gender
Re: Designing a campaign
i haven't got any concrete ideas, but since you've asked for:
I want the feel to be slightly horrory, or at least distrurbing. The character should be pulled away from his natural world and be forced to survive in a world that looks very similar, but is completely different.
hope this somehow helped..
P.S. Neverwinter nights is way limited in more than just what you suggested. it lacks so much of the wonderfull rolepaly opportunities that come from unscripted play for starters. still, good luck to you.Check my extended signature
Including:
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Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
2. My campaign logs:
Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
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For those interested, from serious to funny!
Thanks for reading!
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2009-06-09, 08:08 AM (ISO 8601)
- Join Date
- Feb 2007
Re: Designing a campaign
How about this (kinda a rip off from MtG)
The world is cursed and its inhabitants changes alignment and races at night. They also don't remember what they did in their "sleep". As evil think they sleep during the day, and As good think they sleep during the night. Since its the same world the damages and loss remain.
The players are unnaffected, and a few others + a villain as well.Last edited by Roupe; 2009-06-09 at 08:09 AM.
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2009-06-09, 08:57 AM (ISO 8601)
- Join Date
- Jun 2009
Re: Designing a campaign
There are alot of tools you can add to your module that will enhance the role play aspect.
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2009-06-09, 09:17 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Netherlands
- Gender
Re: Designing a campaign
Thanks for the input guys, those are lovely ideas.
I really like you concept BigPapaSmurf, I can work with that. Maybe the villagers were killed off by a cult or a serial killer who has trancended to a higher level. Basically the village is distored and the borders between the realms of the dead and the plane of shadows have been weakened.
Blocking off the village a short ways into the module is an awesome thought!
Keep your suggestions coming guys!
Recently resurrected. Sorry for bailing on you guys.
"Never play leapfrog with a unicorn"
Awesome OOTSatar by Crimmy, masterfully done.