Ways to improve the central plot in RotRL?


Rise of the Runelords


I haven't read through the entirety of the book, just a few chapters ahead of my players but right now my players are very close to assaulting Thistletop.

One of things I noticed was a lack in a strong central plot line or a strong villain for most of the campaign. While I'm not a writer I made the assumption that it would leak in more through the book but recently one of my players confirmed my suspicions and asked me about the seeming lack of direction.

With that I've been convinced to create stronger plot hook. So how have other GMs have given their players better plot motivation?

RPG Superstar 2009 Top 32

Deadalready wrote:

I haven't read through the entirety of the book, just a few chapters ahead of my players but right now my players are very close to assaulting Thistletop.

One of things I noticed was a lack in a strong central plot line or a strong villain for most of the campaign. While I'm not a writer I made the assumption that it would leak in more through the book but recently one of my players confirmed my suspicions and asked me about the seeming lack of direction.

With that I've been convinced to create stronger plot hook. So how have other GMs have given their players better plot motivation?

Do not panic.

Burnt Offerings really isn't tied to the plot too strongly - but it does introduce elements that will be picked up later.

One thing to be sure to do is make Brodert Quink more prominant and more knowledgeable about Thassilonian. He can help the PCs connect the dots a little better. Or, if you have a player character who is a Thassilonian scholar, make the Knowledge DCs less obscene.

The meta-plot doesn't really pick up until the end of the Skinsaw Murders. Do read this thread for improving the visibility of the meta-plot.


The slow movement is a huge problem, waiting two entire chapters (which take months to complete) is very weak story telling. Right now I'm looking for threads to weave into chapters 1 and 2 to constantly build upon.

Much of the story telling is rather tacked on through "you discover a note or journal of exposition" and I really want to fix this.

RPG Superstar 2009 Top 32

Deadalready wrote:

The slow movement is a huge problem, waiting two entire chapters (which take months to complete) is very weak story telling. Right now I'm looking for threads to weave into chapters 1 and 2 to constantly build upon.

Much of the story telling is rather tacked on through "you discover a note or journal of exposition" and I really want to fix this.

Well, there are a couple of things, I could suggest.

Do any of your PCs actually speak Thassilonian?

Spoiler:
If the characters get to the Communication Room (Area E8 in the anniversary edition), allow the PCs to actually interact with Karzoug, rather then a broken message - he is still trapped in Leng, so his voice would be a "ghostly echo."

If they don't he might try "Elvish" since it might be relatively unchanged from his time.

In either case, you would be on your own as to what to have him actually say.

If this option is used, definitely make Quink more knowledgeable - make sure the players have heard of the sage.

Even if they cannot talk, this might also be an option.

Spoiler:

Related to this, if any of the players are actually wearing Nulia's Sehidron, Karoug he would be able to find them - and send Xenisha orders directly to "deal with them."

Actually being hunted by Brotherhood of Seven assassins would give the PCs some more motivation.


It's a bit off to suggest that the central plot of the campaign needs improving when you haven't read the whole book.

One of the most common pieces of advice for GM'ing RotRL is to read the entire campaign before starting. It's a slog but if you do so you'll have had your question answered. Plus knowing the whole plot arc makes telling the beginning of the story integrated better into the rest.

There is a central villain to the campaign. There's also a spiderweb of associates and henchmen, with their own henchmen, at lower and lower levels, that you start encountering early on in the campaign. There are also plenty of hooks and loose ends that you can use to adjust the story to you and your party.

There's also foreshadowing: once you know the overall plot you can foreshadow events and characters. You can also work your player's characters backstories into the overall campaign. One of the main way's I've motivated my players is by connecting each of their backstories to multiple points in the campaign, as well as making small modifications to the campaign where necessary to better work them in. In a sense each PC has multiple personal 'quests' that hook into various elements of the campaign, all the way up to the last chapter.

James Jacobs has also explained the role of Burnt Offerings within the campaign. There are a plot elements that pick up in later chapters and tie into the main story, but these are mostly secondary to the central purpose of the chapter, which is to build a connection between the player party and Sandpoint. The primary aim for Chapter 1 is to get the PCs to care about the town and its inhabitants. This is done mostly by creating meaningful relationships with various NPCs that live there.


I found it very fun to read the whole RotRL book, not a "slog" at all, but with any pre-made campaign, the whole thing should be read before embarking. this gives you plenty of time to customize as you see fit.

dont judge a campaign by the 30-50 pages you have only read:)

Liberty's Edge

Burnt Offerings does tie into the overall campaign, but probably not in a way that the players are going to readily recognize. As a GM, it's fun to listen to the Player's (mostly wrong) theories and compare them to the actual story line. They may, or may not, associate the timeline of the events that preceeded BO with the information presented in the Library.


The player's shouldn't lack for direction too much because there's nearly always something, or multiple things to do. As far as a clear sign saying here's the big bad go kill him, not so much. But there are some massive clues that something is building or is lying in wait for them.

The Old Light and the rumors around it.
The Catacombs of Wrath and the statue of Alaznist.
The spell scrolls in the Catacombs.
The giant head, Thistletop, the golden helmet (with the crab), the image of Karzoug, and the painting at the end.
The Sihedron marks in the center of church, the same marks on Nualia's necklace.
Quink and Lyrie are both Thassilonian scholars.
Speak with dead or RP with any of the big bads at the end of the chapters.

Without spelling it out there are literally dozens of clues within the first book. If you need any extra exposition or dire warnings and omens use the superstitions of the Shoanti or Madam Niska.

Grand Lodge

Adventure Path Charter Subscriber

I agree with Yossarian. You really need to hunker down and read the whole thing before complaining about how weak the storytelling elements are. There very well may be things foreshadowed that you aren't even able to pick up on because you're not intimately familiar with the entire story.

That said, RotRL is a campaign that is held together more with thematic elements than it is with story elements. Burnt Offerings sets the stage thematically for the parts that follow and it allows for some foreshadowing that won't become apparent until somewhere around Chapter 4 or 5. Also, given the powerful nature of the bad guys in RotRL, Burnt Offerings allows the heroes to battle level appropriate bad guys while still doling out small glimpses into what's to come (whether they recognize them or not is beside the point).

Lastly, keep in mind that RotRL was the first Pathfinder AP and they had an entirely new world to introduce when it was first released. Burnt Offerings had to also fill that role.

-Skeld


Deadalready wrote:
I haven't read through the entirety of the book

You should probably go ahead and read the rest, then.

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