Critique new campaign


Homebrew and House Rules


I am working on a campaign to GM for my group, currently I am a player so I have time to add, remove, or change things. I believe I have enough prepared to that people should be able to comment on what I have.

Campaign Info

A few points, this is taking place in the same country I used for my group previously for a campaign that I was ill prepared for. I already have a basic map for the country that they will start in and which most of the campaign will take place, I still need to make the map for the Northern country and of the cities themselves. I will be continuing to try and come up with side plots aside from the two listed in the document. The encounters I intend to come up with closer to when I actually GM, which will probably be a while.

I guess I have said enough, please give me critiques on the campaign write-up.

~Aod43254


I suggest starting play with them in the dwarven marketplace when the northerners start instigating the fight. It is a good RP opportunity – throwing insults over dwarven ale is always fun - and it pulls everyone right into the main plot immediately. The traveling to where the plot starts bit at the beginning just seems a little awkward and unnecessary because of the spontaneous nature of the initial event.

You can use the first few rounds of the tournament to give the players a chance to see how these characters work together in combat before they go up against the prince in lue of the random encounters they would have fought together on the journey there.

Overall it looks interesting. I like how they will be part of the cause for the war. It is a solid hook for the players to hang their character motivations on. It also allows them to meet some power players on all sides of the conflict. It is a great excuse for why the NPCs want to keep them specifically in the drama as the story continues.

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