Help with first campaign


Advice


I plan on running my first campaign, and I have a few ideas I want to run by everyone.

I plan on basing the campaign in the ghostwalk setting, I am going to be using the time period before the liche war. I don't think iam going to use many of the mechanics from the book. Only one rule I plan on using is that ghosts can manifest in manifest for free.

Their going to write character goals, and I am going to use them to build the story.

I am planing on letting my group pick one of the five countries described in ghostwalk. Than I plan on building the adventure around the country they decide on. The first part if the adventure will be based in the home country, and the journey to manifest, 1-5. Next will be exploing the city, joining different city organizations, more our less doing odd jobs, and working on character goals, 5-10. After that it will be the start of the liche war. So they will find a side and I will make army/military based missions,10 - 15. After this iam going to do my best to shepherd them into the veil. I don't know if they will have to die to get in our not. Well aparently no one comes back alive from the veil, 15-20. Also trying to get as many character goals done as I can.

So that's pretty much what I have worked or so far. Any questions or comments.


Your plan is fine if you have a bunch of players that will play along with you and go for the ride. Unfortunately, players have a habit of spoiling the best laid plans.

Instead of trying to determine now what you are going to be doing at level five, ten, or twenty, I think you should focus on the lay of land and what they have to do right now.

You will find that you have to put in a lot less work later if you come up with a bunch of NPCs for the area the party is in, and a few superiors over their heads. Write up the details of the area, what types of adventures they can have, and a few adventure ideas for other places.

If you have an idea for an over arching plot, you can put seeds in right here, but don't show your hand. Don't bully them directly with massively overpowering NPCs. Don't tell them that they have to complete the 20 level quest to the tower to save the world. It is a drag and it won't work.

You can have some big thoughts, but it works better if you focus on the small, do a lot of NPC generation and mapping, and don't get attached to any ideas about how the players are suppose to respond to what you throw at them. Unless you tell them what they are suppose to do, their idea probably won't match up, and no one likes being told how to play their turn.

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