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Darkon
Acolyte

Greece
1 Posts

Posted - 12 Apr 2003 :  18:46:40  Show Profile  Visit Darkon's Homepage Send Darkon a Private Message  Reply with Quote  Delete Topic
Hi guys!

My DM is currently short of adventure ideas in the FR campaign setting, thus I thought it wise to ask for guidelines/stories that seem interesting to you. Let's hear your ideas!
The level of the party is not decided, and we wish to play in the Silver Marches.

Gods never die, but they are always born

zemd
Master of Realmslore

France
1103 Posts

Posted - 13 Apr 2003 :  00:34:57  Show Profile Send zemd a Private Message  Reply with Quote
The best for ideas is IMHO, BACKGROUNDS!
I think you can use your players' imagination to feed (eng?) yours. At least do have any ideas of the races and class, and better: a little bit of their history.
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Yasraena
Senior Scribe

USA
388 Posts

Posted - 13 Apr 2003 :  00:55:55  Show Profile  Visit Yasraena's Homepage Send Yasraena a Private Message  Reply with Quote
Absolutely, zemd! If the players can create a good background for their PC's, a good DM has carte blanche with what he could do with them. This is exactly the reason I require my players to create backgrounds. They give me story ideas that are inspired directly from the history of the characters. Not only does it makes the DM's job a little easier, but you haven't seen anything until you see the face of a player who has just realized the games' story is based on his characters' history. Priceless!

"Nindyn vel'uss malar verin z'klaen tlu kyone ulu naut doera nindel vel'bolen nind malar."
Yasraena T'Sarran
Harper of Silverymoon
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zemd
Master of Realmslore

France
1103 Posts

Posted - 13 Apr 2003 :  10:19:12  Show Profile Send zemd a Private Message  Reply with Quote
Furthermore it enables to flesh out the PCs, they'll also be more involved in the adventures.
BTW, i suggest to begin lvl1. IMO, creating the PC and make it live during all its levels to reach near perfection... extatic!
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kahonen
Senior Scribe

United Kingdom
358 Posts

Posted - 13 Apr 2003 :  22:54:59  Show Profile  Visit kahonen's Homepage Send kahonen a Private Message  Reply with Quote
quote:
Originally posted by Yasraena

Not only does it makes the DM's job a little easier, but you haven't seen anything until you see the face of a player who has just realized the games' story is based on his characters' history. Priceless!

Reminds me of a player I once had in a group who was adamant that his character was noble born but had been disowned by his family. Apparently, he had stolen a family heirloom some time ago and claimed that he had been on the run ever since. Imagine his face a couple of years after telling me this when the nasties turned up to get it back
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kahonen
Senior Scribe

United Kingdom
358 Posts

Posted - 13 Apr 2003 :  23:09:02  Show Profile  Visit kahonen's Homepage Send kahonen a Private Message  Reply with Quote
quote:
Originally posted by Darkon

Hi guys!

My DM is currently short of adventure ideas in the FR campaign setting, thus I thought it wise to ask for guidelines/stories that seem interesting to you. Let's hear your ideas!
The level of the party is not decided, and we wish to play in the Silver Marches.


You need to tell your DM that D&D is not all one way, Darkon. Some of the worst parties I've DM'ed for just sit and wait for the DM to say something and respond to it. I like my parties to be pro-active and tell me (using their characters) where they want to go. It happens in real-life - you hear of a place and think "I'd like to go there" - so why not in the game.

How many people go out to socialise with the people they work with and only ever talk about work. It often happens this way in D&D. To try to overcome this, every now and then I encourage my players to talk (in character) about things outside of the adventure and adventuring. They might, for example, be sitting in a bar between adventures. During this all I do is bring drinks (as the barman) and listen. They talk about many things but quite often their families, hopes and wishes come into the conversation. This is, I've found, the best way for the party to decide where it is going to go instead of me trying to point them somewhere. Over the years I've collected hundreds of small quests, (they're called side treks in Dungeon Magazine IIRC), to keep them busy on the way to where they're going so by the time they get there I'm fully prepared.
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Bookwyrm
Great Reader

USA
4740 Posts

Posted - 14 Apr 2003 :  19:39:59  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Of course, if all the DM needs is basic ideas, a site called Defrag's Realms might help. It has player-created items, netbooks, and adventure moduals for free. Non-canon, of course, but then most campaigns are in some way.

For some tips in actually running a game, there's a pretty informative topic (called, conincidentally enough, "Any helpful Hint in being a DM" ) that has some good suggestions. Oh, and pay attention to the fourth guy down. He's good. (Heh.)

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Tombo
Seeker

56 Posts

Posted - 20 May 2003 :  15:02:32  Show Profile  Visit Tombo's Homepage Send Tombo a Private Message  Reply with Quote
Here's my $0.02:
I agree with what the others have said about getting the players involved in spawning the adventures. However, I believe that it is USUALLY the DM's job to at least create an environment or situation which is conducive to an adventure. So, with that being said here is what I usually do when I'm the DM. An adventure needs to have some kind of conflict for it to survive. So I ask myself what kinds of conflicts could I introduce in order to get the players going. They can respond in any way to each conflict. Here's a few quick examples off the top of my head you could pass on to your DM (nothing fancy, I'm afraid): 1) One of the player's favorite magical items is stolen and a minor clue is found to lead to the thief 2) One of the players contracts some kind of illness and the cure is not obvious 3) An estranged relative of one of the characters shows up and to their surprise, he is a wanted criminal 4) The cleric in the group (assuming there is one) has a dream from his/her deity which they interpret as a sign for a quest. Of course, all of these ideas will lead the DM down a path depending on what the players decide to do. This can be quite challenging for the DM but fun too. It's kind of like chess I think. Each action the players take leads to any number of events that the DM will create and so on. I hope this helps. Happy adventuring!
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 22 May 2003 :  08:18:34  Show Profile Send The Sage a Private Message  Reply with Quote
Any reading you make through any of the official FR published sourcebooks whether 2e or 3e, have many useful tidbits that can be used for adventure ideas. In fact many smaller entries in the FRCS are left vague for exactly this purpose, so you can build campaign ideas around the basic information that is presented.

Also, character-wise, a look through the 2e Hero's Lorebook and the opposite 2e Villains' Lorebook present campaign usage guidelines for NPC's for your adventures and campaigns. These can also be used to spring ideas for adventures for your party.

And finally, taking a look through Dragon and Dungeon magazines can also provide little hooks for adventures that can easily be modified for FR campaigning.

These are just a few suggestions, I hope they help you open the door to the vast possibilities of adventuring in the Realms.

Good learning...



- The Sage of Perth: For all your Realms Lore needs


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