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#1william_cairnstone_dupNov 07, 2003 8:16:01 | Hello, I'm running my group through RL in 751, before Van Richten's death and Azalin's disappearance. Just before, perhaps, or maybe I'll never have those two events in my campaign. I'm feeling a bit of problems with having adventures for my PCs, so up to now, I've used only material made by me: home domain, home lord, home adventures. But I'd very much like to run them through NotWD and some other adventures I've seen in the net (some from the BoS). My problem is, how do I take the players from where they are now to the beginning of a pre-made adventure ? I've laid the hook already for a connection with Souragne in game terms, even without the mists, but in more general cases, how do you connect the several adventures ? On the other hand, I'd like to give them a grasp of what was the Grand Conjunction, possibly by actually playing those adventures (or only some of them). But since it has happened almost 20 years ago, how do I do it ? I have thought of Juste making a play based on one of them and the PCs entering the stage instead of the public-seats-area (how do you call it in English ?) for pure mischance (read "concealed mists") and thus living it actually. Another chance was to read about the events (but not the adventure) and perhaps another to do it in dreams, but I didn't want to use the same ploy more than once. Anyone has more ideas ? Anyway, I'm counting on doing NotWD in present time, without anything to do with the GC. Thank you all in advance. W.C. P.S.: after a few posts, this almost seems like home :-) |
#2keg_of_aleNov 07, 2003 12:14:11 | For the GC: remember that the Mists can travel through time. As for the NofWD: have a PC "acquire" a small farming property in Marais d'Tarascon, be it inheritance, a prize or a reward of some sort. Then, have a Vistani caravan (or some other guide) offer to take them to Souragne. |
#3The_JesterNov 07, 2003 15:12:39 | The few times I've added pre-made adventures I've always spaced them out with home brewed between. Let them return home and relax and do some character-based stories writen for those players. Then off on the next wacky adventure. Hooks work the best to get the players where they need to be and the like but every know and then it's good to just dump em there via the mists. Let them know they aren't in complete control of their lives and at any time things can change abruptly. In addition to the 'mists-through-time' idea and the Sceana-play idea you could just have the players Quantum Leap through the GC. ...if you've seen the show... What I mean is the character's minds travel through time and get involved with the adventures. But in other character's bodies. Roll up some quick characters with the appropriate equipment and level and have the players play them. This allows for a change in character for a session or two -and maybe even change of class- but still allows the player to get back into the role of their own character. A good change of pace. This also allows you to play the adventures in the order they were written as the character levels jump abit and some of the details are vague on the prophecy. Plus since the characters's minds are involved they get to keep some of the xp. But not the items/weapons. Those early adventures were still pretty magic-heavy. |