| TheOddestDuckling |
So I've decided to start a lengthy campaign for me and my group under the Gestalt variation rules. The main idea is that they arrive in the small town of Morrow's Point which then proceeds to grow and thrive as their exploits attract more civilians. Anyone from blacksmiths to Archmages to rival parties may arrive in the town. Also, I have an idea for the town to have been destroyed in the future so a group of Time-Travelers of a sort have come back to guide the adventurers to their future. They might join the party on various adventures, lending their mysterious aid when needed.
The reason I'm posting this is because in order to create a proper lengthy campaign I need ideas. I am by no means an experienced DM and could really use the help. I don't need fleshed out modules, I just need an idea for anything related to the campaign.
Thanks for the help! Ta.
| Exle |
Take a close look at the PCs that your players make. If they have lots of skill points spent in social skills, plan for intrigue and alliance-building. If there are multiple stealthy characters, plan for secret missions where the party can use stealth to bypass some encounters. The style of game the players are looking for is usually shown in their PC builds.
| TheOddestDuckling |
Good advice, though not the kind I was looking for :/ . What I want is just basic ideas of various adventures to put them through. I put this thread up because I don't think I have the imagination to create enough adventures for a level 3 to 20 campaign. So far I've developed the idea of the time-travelers going back in time to figure out how the adventurers went missing in the future.
Thanks for the advice though. :)