It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Many experienced and wise people here, so maybe you can help;)

I going to run a DnD session (Forgotten Realms world) with players i spent most of my childhood with.

We haven't played for .... at least 6 years now, and i would really like to run something mature (i know dnd't isn't pefect system for that - but that's kinda the point;d)

Anyways maybe you guys can throw a plot starter that don't involve:
-an Inn or tavern as meeting place
- any sort of shady character in need
- a mage or cleric in need of help;)


Any general plot ideas would also be welcome:d

Maybe something involving Baldurs Gate in celebration of BG3 annoucment?:)
The Net Book of Plots?
It does contain way more than you need, but it is an excellent provider of ideas though. Take a look at it, and see if anything catches your fancy.
Well... There is this shady cleric, which you meet in a tavern in Baldur's Gate, which is in need of help...
I always enjoyed the mature tint they humorously implemented in the game in this clip :

http://www.youtube.com/watch?v=HmgLOKRl5J0
Post edited March 02, 2012 by Pheace
In one of my little games, I've had two guards who were talking about something and party's thief overheard them when he was closed in prison. The prison also became meeting point as the rest of the party went to rescue him: The little bastard stole their loot and he was the only one who knew the location.
A town burns down, player characters survive. Job done.
Make the player characters and their need the focus of the campaign. They have lives of their own, right? Ask the players to write proper backstories to their characters, but tell them that it needs to be a certain type of characters (say the co-owners of a merchant house, or a bunch of noblemen), and then let the problems that arise in the campaign be built around whatever issues they might have. If you go the merchant house route, then there are a lot of possible starting points. What happens if a nobleman, who owns an important trade road, is not protecting it properly? The player characters will tend be forced to speak to that nobleman, convince him that he needs to up the security on his road, and the nobleman will of course not just say yes, he has trouble of his own, which can be linked to the reason why the roads are so unsafe. This gives you the chance to both roleplay properly, and also (the encounter with the noblemen will force the players to do a lot of talking), and also introduce some combat encounters along the way (the player characters realize that the only way to do something about the problems along the road is to get rid of the highwaymen who prays on the merchant caravans).

Generally when GMing fantasy games, I feel that it is a good idea to not make the fact that it is fantasy the main thing about the setting. By using the fantasy elements a bit more sparingly, they become far more effective storytelling tools.

*edit* Or you might want to take the opposite rout altogether, and let the players be the bad guys. Let them rule over a dungeon filled with evil nasties, and torment the countryside on their spare time. And when the good guys finally muster a large enough force to kick them out of their domain, then they have something to work for (kill the good guys who did that to them, and rebuild their domain)
Post edited March 02, 2012 by AFnord
avatar
AFnord: *edit* Or you might want to take the opposite rout altogether, and let the players be the bad guys. Let them rule over a dungeon filled with evil nasties, and torment the countryside on their spare time. And when the good guys finally muster a large enough force to kick them out of their domain, then they have something to work for (kill the good guys who did that to them, and rebuild their domain)
Both ideas are awesome, but i think im gonna go for the EVIL compaign;d
Never done that - and i think it will be harder to run than heoric epos, but i feel that the work will be rawarding;)

Thanks for advice mate;D
avatar
AFnord: *edit* Or you might want to take the opposite rout altogether, and let the players be the bad guys. Let them rule over a dungeon filled with evil nasties, and torment the countryside on their spare time. And when the good guys finally muster a large enough force to kick them out of their domain, then they have something to work for (kill the good guys who did that to them, and rebuild their domain)
avatar
Artemis_E: Both ideas are awesome, but i think im gonna go for the EVIL compaign;d
Never done that - and i think it will be harder to run than heoric epos, but i feel that the work will be rawarding;)

Thanks for advice mate;D
Glad to be of service. Remember that most people are unable to play serious evil campaigns, it just feels wrong, but playing slightly silly evil, like dungeon keeper or Overlord is quite doable for most. The evil campaign that I was a part of a while ago quickly devolved into rather far fetched "masterplans" and arson (as we were trying to build an evil lair, we needed workers, but most evil species make poor craftsmen, so we decided that slavery was the way to go, and who make for better craftsmen than dwarfs? So we started to raid dwarf caravans, in the hope to be able to capture some good dwarven craftsmen)
avatar
Artemis_E: Both ideas are awesome, but i think im gonna go for the EVIL compaign;d
Never done that - and i think it will be harder to run than heoric epos, but i feel that the work will be rawarding;)

Thanks for advice mate;D
avatar
AFnord: Glad to be of service. Remember that most people are unable to play serious evil campaigns, it just feels wrong, but playing slightly silly evil, like dungeon keeper or Overlord is quite doable for most. The evil campaign that I was a part of a while ago quickly devolved into rather far fetched "masterplans" and arson (as we were trying to build an evil lair, we needed workers, but most evil species make poor craftsmen, so we decided that slavery was the way to go, and who make for better craftsmen than dwarfs? So we started to raid dwarf caravans, in the hope to be able to capture some good dwarven craftsmen)
Yeah. I have a pretty decent plot idea, and my only concern is - how players will feel about it.

I hope they will not act all goofy - at least for few hours;)
avatar
AFnord: Glad to be of service. Remember that most people are unable to play serious evil campaigns, it just feels wrong, but playing slightly silly evil, like dungeon keeper or Overlord is quite doable for most. The evil campaign that I was a part of a while ago quickly devolved into rather far fetched "masterplans" and arson (as we were trying to build an evil lair, we needed workers, but most evil species make poor craftsmen, so we decided that slavery was the way to go, and who make for better craftsmen than dwarfs? So we started to raid dwarf caravans, in the hope to be able to capture some good dwarven craftsmen)
Actually, evil for the sake of evil is silly and people will act like idiots during it (that's why ditching aligment system entirely is a good idea IMO) However, if you give 'evil' party an interesting goal, they might just start roleplaying properly - of course, finding an interesting goal for evil party is pretty hard.
avatar
Artemis_E: Yeah. I have a pretty decent plot idea, and my only concern is - how players will feel about it.

I hope they will not act all goofy - at least for few hours;)
Just don't force them to do things that they feel too uncomfortable doing, and things should work out alright. If the players are forced to do things that they can't at all identify with, it is likely that they will act silly though.
But in the end, you should never expect your players to do the right, or even the clever thing. Players are, according to one person in my gaming group "chaotic stupid".
avatar
Artemis_E: Actually, evil for the sake of evil is silly and people will act like idiots during it (that's why ditching aligment system entirely is a good idea IMO) However, if you give 'evil' party an interesting goal, they might just start roleplaying properly - of course, finding an interesting goal for evil party is pretty hard.
I agree with the idea that ditching the alignment system is a good idea. I was never a big fan of it to begin with, it felt too limited, and could never properly convey a characters personality.
When dealing with fantasy evil, then power is usually the main goal. The main question is, how do you acquire power?
I used alignment as a magic/religious point-plotter for my characters. They behaved like their characters should behave and their alignment changed based on those behaviors.

So if you start out Chaotic Good, you could be a horrible villain. And as your actions progressed into evil, you would move your alignment into evil. That way, spells that were alignment-centric still worked and players felt rewarded with alignment changes.
The characters wake up in the Underdark as prisoners of mind flayers. :) The characters try to escape to the surface. One of them is Bhaalspawn...
Post edited March 02, 2012 by macuahuitlgog
One plot I've always wanted to start off but have never been able to (I have no-one to play DND with) Is where all the characters awaken in a dungeon type complex. Each character tied to a rack. The clamps hold them down release and they have no idea how they got into this situation.

I wanted to make the plot start as if someone is playing a game with the PCs. like laboratory mice. The PCs have to scavenge for supplies (they start off with nothing or whatever you provide for them in the first room). and find their way out of the complex. I thought this would be a great way to start a plot, immediately allow the players to get into some action and test out their builds and relationships with other characters.

Come to think of it, that is awfully similiar to the start of Baldur's Gate 2....
Post edited March 02, 2012 by valarlight