Apr 17, 2023 8:51 pm
I'm currently running an real life game for a bunch of new players, and while I sorta know where I want to keep going, I don't love the idea I have so far, and would love some feedback. Hopefully the one player I know is on GP doesn't actually read the forums :p
So the game as it stands, started at lvl 1. First game, the players found themselves fighting goblins led by an orc warlock who had a mysterious orb on him (which the players took). As they continued, they found two more orbs, finally coming across a mysterious tower deep underground (which obviously didn't belong there), which the orbs reacted to. They made their way to the top of the tower, where we stopped the game for next time.
So where am I going with this? I've decided to do a game around a beholder treasure. I plan on having 10 orbs, which placed in some location along with some mcguffin (spell, item, something) held by the mage at the top of the tower, would release said treasure. So far, the idea seems good, plus the twist:But now where do I go? 10 orbs with 3 recovered leaves at least 7 adventures open, as not every adventure needs to result in an orb. My first thought was have the mage at the top of the tower hold another 3, and have the characters wander the caves towards the underdark for a few levels (they're 4 now), and end the game around 10. Or take it out into the wild and see where things go.
Anyone have any thoughts on the overall idea or any sub ideas I can throw in to tie it together more? Any ideas on how to make the individual quests between the game more fun while relating to the overall idea? Or should I just say screw it and drive them in a direction?
So the game as it stands, started at lvl 1. First game, the players found themselves fighting goblins led by an orc warlock who had a mysterious orb on him (which the players took). As they continued, they found two more orbs, finally coming across a mysterious tower deep underground (which obviously didn't belong there), which the orbs reacted to. They made their way to the top of the tower, where we stopped the game for next time.
So where am I going with this? I've decided to do a game around a beholder treasure. I plan on having 10 orbs, which placed in some location along with some mcguffin (spell, item, something) held by the mage at the top of the tower, would release said treasure. So far, the idea seems good, plus the twist:
[ +- ] Spoiler
Beholders can bend reality when asleep. When the players find the mage at the top of the tower, with a beholder captured and asleep, he's actually a clone of the original mage created by the beholder's dreams, who will release the beholder, the final boss. Or if it's going swimmingly, maybe the beholder escapes with the treasure, to become a BBEG.
Anyone have any thoughts on the overall idea or any sub ideas I can throw in to tie it together more? Any ideas on how to make the individual quests between the game more fun while relating to the overall idea? Or should I just say screw it and drive them in a direction?