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I was wanting to gather input on my Pathfinder campaign I'm running.
Okay, so I'll have 4-5 players starting out at level 5.
The story starts out as a party. An old wizard invites his friends and random others to his island for his retirement party. A secret group makes it's way to the party, whether the PC's will find out is up to their perception checks. They will be have concealed weapons or be hiding while looking threatening.
What everyone doesn't know, is that the party is a trap. The wizard has been plagued a disease slowly eating away at him for years. He's been gathering friends, allies, and others for years planning on sacrificing them to a greater demon for greater vitality and power. The trap will spring at the party, demons of all kinds will start tearing people limb from limb while those secret people from before try to stop the madness. The PC's will have to escape on their own or by GM Fiat (I.E a demon throwing them through a window)
After/if they escape they will make their way to a ship, where a captain will usher them on, questioning about the chaos. (She's the leader of the secret group that invaded the party)
Basically, the players will be tracked down by the Wizards assassins, while gathering wealth and power to take him on again. They will make their wealth on the open sea, finding treasure, killing pirates, a pirate adventure.
Once they make it to the wizard, the demon will take away the wizards power, kill him, and then attack the party. "I wanted to see how far you would go, how many friends you'd make, how much you would tarnish your soul to grasp immortality in your hands. Now that I'm bored, die knowing everything you've done, in vain."
Any plot holes I'm not seeing? Any ideas you have for me? Open to anything.
Hey /tg/, so I need a bit of help for a new campaign i'm starting with my roommates (5e if it makes any difference).
So it's all a homebrew setting. It revolves around this continent where 9 houses rule over territories, and they are all united under one crown. The king is old and without heir, so soon enough the houses will be fighting for the throne (there will be a moot but the houses are all envious for power so there will be a lot more corruption at play then that).
Essentially the big themes of this campaign are going to be political intrigue, diplomacy, interacting with political figures, and if the players are successful enough, it may eventually lead to army based warfare (I plan on converting the Pathfinder Ultimate Campaign guide into a 5e friendly version).
The biggest problem I have right now is coming up with a narrative. I want the players to be able to choose which faction they would like to align themselves with (they are really big into competition with each other, I don't enforce this rule but they always insist on leaving the room when another player separates themselves from the group, so I plan on exploiting that so eventually, if chosen to be enemies with each other, they will be essentially playing to undermine each other while on their own).
I just don't know how to start them off, how am I going to lead them into this kind of political subterfuge and house wars? Before the campaign starts, I'm going to look at their sheets and give them an option to be predisposed to a faction (for example, a fighter from the lands of house Dickbutt could have the option to be a sworn banner-man to Lord Dickbutt, or a druid could be part of the secret 'Anime for Druids' coven) but from there, I'm not sure how I could throw them into the action.
Your name is Alexander Barsley. Your family, formerly a group of prominent nobles, have been hunted down for the crime of necromancy and most of them have been killed, but your parents are now living as liches in a cozy dungeons and everyone else was already dead, so it worked out pretty well. The responsibility for carrying on the family name and traditions have fallen on you. Your the last of the Barsley Necromancers, and it’s up to you to define your own destiny.
It’s been a few days since the mishap with the ‘adventurers’ and considering the lack of Inquisitors breaking down your door, you’re assuming that Michael has kept quiet about your magic. The town seems to have become a bit more lively since the large influx of gold through the farmers. They seemed to have some debts that they paid off, which in turn put more money in everyone’s hands and now the town is starting to sputter back to life. You’ve only gone back in town a few times, more content to improve your new home.
What have you been doing to spend your time >Appraising the loot, determining it’s exact worth if sold >Preparing a garden to grow some of your own food >Studying the Family Book, trying to learn more about your Art
You wake up in the dorm at the Psychic Research Facility in a comfortable bed with a proper blanket over you, damn that feels good. Yoou were worried that you’d godden too used to the wooden pallet and rags you usually slept on in Dust Town and that you wouldn’t be able to sleep in a proper bed.
Lirael is cuddled up at your side and gives a non-verbal protest as you rise to go visit the bathroom, but quiets down when you tuck the blanket around her before leaving. When you return you look over at Rainyas bed to see how well she sle- wait, where is Rainya? Her bed is empty and the blankets are gone! You rush over, only to see Rainya sleeping on the floor, the blanket wrapped around her. You smile yeah, if sleeping in a proper bed was weird for you, for someone raised in Dust Town it must have been really strange.
You peek into the other dorm and see Dev likewise sleeping on the hard floor wrapped in a couple of blankets. You head to the kitchen and try to make an edible breakfast out of the dried foods there. Eventually the smell of your cooking brings Dev, Lirael and Rainya wandering sleepily into the kitchen where they eat the food you’ve prepared with gusto. Despite the rather stale taste it’s apparently the best food they’ve eaten in a long time. Once the four of you have finished breakfast you teleport everyone back to your shack in Dust Town. You take Lirael to school and Dev, Rainya and you head to your jobs in the Hive.
The Geth would maintain their presence behind the Perseus Veil, silently observing events unfolding in the Galaxy and around Transhumanity. Any thoughts regarding Transhumanity would revolve around the threat of the TITANS, which becomes a pressing concern for the Geth because they are synthetic intelligances and possibly more susceptible to them, and Transhumanity's response to the Fall.
While the Quarians, and by extension, Citadel Space halted AI research and development following the Geth's rise to sentience, Transhumanity further embraced Artificial Intelligences after the fall (though, not universally).
AI's and AGI's had, eventually, come to be considered as Transhumans in the System's Alliance. I am sure that the Geth would be very curious about this fact.
Hey, /tg/, I want to talk to you about mental skills. I will use nWoD as an example, but most systems I know work this way.
Physical and social skills let PCs do more stuff, give player different ways to affect the game world.
Most mental skills don't see much active use (live using occult skills to perform rituals). Their main purpose is for GM to give information to PCs. And let's face it, as the GM you control the information flow and no matter their skills PCs know what you want them to know. For example, is PC has a high investigation skills you make clues difficult to find so he wouldn't solve the crime too fast. And visa versa.
Ultimately it turns into: >I give a guy who plays an occult savvy character >a not that says "blah blah you read that those x >are y of z". His PC immediately: "those x >are y of z, you guys!".
I guess thats why my players don't like mental skills that much. How do you deal with it, /tg/?