Milommiel's page

Organized Play Member. 2 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


1 person marked this as a favorite.

Hi guys,
today I propose this next discussion:

In a short Adventure, PCs follow a single and clear goal, with maybe a couple of ways to achieve it, but it will eventually end. This PC doest use to have long term goals, nor a deep background, we even assume they know each other.

BUT in a Campaing, this is different: each PC has their own background, long term goals and relations with family/friends/etc, apart from being part of the main plot.

So the questions are:
1. How do you present -in a campaign- a short adventure that has something to do with the background of a single PC -aside from the main plot- and AT THE SAME TIME giving the other PCs a reason to follow that PC to his personal goal (and having their players ENGAGED to that story).
And with this I'm going one step further than just say: they're friends, the same group of heroes, they are mercenaries, etc.

2. How do you combine the main plot and goal -say, defeat the dark lord- with these kind of 'character plot and goals' -say, a PC recieves a card from his father, it says he's very ill, there's not much time, he need his son's help-??

3. In movies or series, if there's already a sort of 'fellowship' of PCs, who follow a single main goal, maybe they could turn aside from there for many reasons (see Aragorn, Legolas and Gimli's parallel plot when they are heading the mountains of the dead army); BUT in a roleplaying game, this is not possible, as it would be an absolute chaos if there were many plots separately (and I'm not meaning two PCs separate from the group for a couple of hours).

Therefore, it is necessary to keep the party united, and at the same time, to offer each pc short quests to achieve their long term goals.

How would you do so?


Hi guys,
I'm starting a new campaing for a group of 4 players; I did a couple of sessions.
I'll do a quick and simple review to get to the point faster:

The players are either fugitives or travellers in a mercant sailing ship called the Firefly.
They get lost in the sea as the captain takes another route and they are attacked by a Kraken.
They wake up in a lost island.

The point:
How do I get my player hooked to the plot instead of just trying to build another ship withouth railroading them??
How do I get them enter in the jungle?

I wonder if its enough to remind them they dont know how to build a ship, the sea is damn dangerous, they are lost, they have no supplies nor water...?
I suspect that once they encounter the least of the threats, common sense says: dont go deep into the jungle.
Maybe if the captain disappears, they have to find him as he is the only one able to reapir/build a ship?

Thoughts?
Thanks so much in advance!