[D&D] Me coming up with my campaign...
ฝัง
- เผยแพร่เมื่อ 11 ก.พ. 2025
- How do I come up with my campaign ideas? This is my process for my latest campaign idea. Can't wait to see it in action!
CONTAINS SPOILERS!
My upcoming live-play campaign WILL be based on this idea.
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Yes, please. Campaign unpacking content is some of the most useful content IMO, since not only is it often entertaining; it shows a person's method in a practical format.
Yes! Campaign planning videos and diaries are AMAZING!
Absolutely. Also demonstrating how it's organized and prepared using notes is really helpful to me.
I wish I was playing in your campaign lol. I have learned a lot from your videos over the past few years. Really helped me as I was starting out. Thank you sir
More of this please! I love this
I feel like I learn something new with every one of your videos. Whether or not its true is up to me to figure out but you certainly make some great content!
I love this specific type the most, even though your other content is great - seeing you unfold all these details in real-time gives me the most accurate picture of what my process can look like.
So yes, please make more videos like this :D
Definitely want unpacking content, I find it even more interesting/informational. If we get a peek into prep content too then you can really see how they correlate.
Movie: The Golden Child
Another idea: The only child born from the King is due to a secret pact with an Evil creature (if the King let her first born go, he would live for another 50 years and be able to eventually have another child). At the age of 12 the creature would collect the child and all would be fine. The King gets attached to the child (maybe because it has natural abilities the remind the King of his glorious days) then he plots to kill the creature and makes a competition of skills across the kingdom. He is able to put together several strong people (all a ruse to use them when the creature appears). When the creature appears, it faces the king in front of the crowd to collect his part of the deal (if you are really going to time travel, make it appear through a time portal, maybe the characters can see a device that the creature uses to travel through time). The defiant King draws his sword and starts battling the creature and all adventures go save the King.
Where is the kid? During the competition, he is next to the PCs that were about to enter another challenge.
There. My 5 cents. Loved the idea of TT. And if the player dies in the past, they just remember their counterpart being killed a long time ago.
Since you're involving timey-wimey activities to this campaign, a Quarut variety Inevitable might be an interesting potential ally or foe, as they are charged with preventing any disruptions to the space-time continuum.
This sounds like a ton of fun and i cant wait to see more videos!
This is the exact kind of Content I’ve been looking for. genuinely. There’s tons of -stuff- out there to put in games, but getting to see the thought process of a real DM with genuine experience is vastly more valuable
I second this statement.
I really appreciate every video you upload and everything you share with us, I have learned a lot over time and your work drives me to improve. Guy keep up the good work. Greetings from Mexico.
Guy, When you said your PCs were going to be in two places, it made me think of "By His Bootstraps" by Robert A. Heinlein. It's the perfect example of not screwing up seeing different time aspects of yourself. Not directly related, but short and thought provoking.
I like to hear your advice and examples for creating campaigns. Although I find it easier to make use of your advice when it not only described in relation to your specific campaign's examples but gives general steps and advice as well.
Basically your Terminator 1 setup
Yes, Guy please share more of this campaign and your thoughts and thinking as it develops.
Yee, absolutely! I'd love to hear details about how you unpack what's happening each session and plan for the following session.
I think doing videos unpacking sessions would be great! You always give great advice and make me think with your videos. Being able to talk about an ongoing campaign would make it that much better!
Yes!!! We need to keep up with this campaign especially the timey wimey bits
I LOVE unpacking content, there's so much juicy nuance to learn from
I loved your Ghosts of Saltmarsh gameplay! Watching your step-by-step method blew my mind because I couldn't imagine running a game without knowing the story beforehand. Now I'm older, and I understand the method now. It'd be great to see the method with fresh eyes and a better understanding this time!
Around 10:40, the mirror idea is genius. I'm going to steal that.
My group would 100% claim credit for the assasination, kidnap the heir, and find a way to take over the kingdom. They are a bunch of scoundrels. Its so hard sometimes lol.
I'd love to see more videos like this! It was very helpful for setting up my own campaign from an idea that I borrowed.
I had this idea that the group is assembling Power Armor, which would allow for The Supreme Scion to defeat "Lord Skelebones." It would make sense that both of the parties would attempt to create the weapon, since Skeletor always wanted The Power of Grayskull.
If he can't have it, then it stands to reason that he'd kill He-Man/Adam. Any components that he takes can make that final battle harder, and the reason The Future PCs even attempted the mission was because the weapon wasn't perfected and the battle was BARELY won as, "Lord Skelebones," had [insert component] that made the victory harder. Now, I have faith your ideas far exceed mine; I wish you the best of time with growing your project!
In your games case Guy. I’d go with the big battle. Something fractures at the end of the battle. The PCs have distant glimpses of the future battle and they know that someone becomes the lich and someone will destroy the world (or something). Then they have to figure out who is the big bad and who will be something that will cause the world to end. So maybe the villian won and they were just putting the creature down. Then you may have your players at the end of each session ask some artifact one question about their future selves which from a dm perspective would in essence allow you to build up the game depending on what they ask about
Fascinating idea… definitely thumbs up. More videos please. Lets see where this goes.
13:41 Like Warehouse 13, Eureka, and Travelers (TV show) really :). WH13/Eureka has both kinds of time travel - sending people directly back in time and sending consciousness only. Whereas in Travelers you can transfer consciousness between two points in spacetime given a tell (point at which you can lock on to an individual).
Thanks for the idea, Guy. :P
Coming back to this after work, I'm leaning towards opening the players up in a combat at Level 20 because that would be interesting. Our group never has gotten past level 8... so higher level combat might be an interesting enough hook. I'm still a new GM too, so I'd have to learn how to balance that encounter (and maybe stack it in my favor). I'm thinking here they're in the first version of the boss fight but the boss sends their consciousness back in time to complete their mission without interference after having been foiled once already.
-The party would follow after them - some sort of portal they run through.- (edit: nvm @ portal) I'm thinking it would be neat to kill one of the party at level 20 to create a sense of "who the fuck are you?" when they time travel into their former selves and there's one not there. But that's a conversation to be had with someone. :)
I love this idea, and I want to see how your players react and where you go with it. Only thing I would change is that the high level PCs are just barely developed enough for 1 round of fighting with the BBEG, after which they each get sent back in time to tell their past selves to join up into a party and protect the heir. After that, the high level PCs become irrelevant because they’ve changed the future by communicating with their past selves. The players can then develop their PCs however they wish. Feeling the juices flowing. 👍
I'm really looking forward to seeing this, Guy! Maybe the heir is the MacGuffin. Maybe it's something inherent in the heir that makes them special. I think of the Belgariad, where the heir is destined to beat the BBEG, and they want to stop it. Just my .02 worth.
Very interesting to see how you plot and plan! This is great content. Please, give us more 😊
I clicked away at first because I wanted to be a player.
It sounds like a good idea. I've thought about a time jump/travel/communication in a game myself, but not sure how my players would handle it.
I like the idea of a guard (friend of the PCs?) pounding on their door in the middle of the night with the last heir in tow, leading to a fight while half drunk 😂
This is brilliant. THank you for sharing it with us!
Having watched the game play before this... I'm even more hooked to know how this is going to turn out
Make it more timey-whimey with a twisted edge. The inciting incident was a lich finishing their phylactery- the heir. (Perhaps the Lich is the heir in the future). A spell hits the heir (or perhaps a flash when the crown is placed) without a clear result- then the attack happens- The attackers are some of the future players trying to kill the heir, other of the future players arrive urging the present players to “Save the Heir” or “Save the Kingdom”. However, they are so powerful and changed, they are unrecognizable. Episodes in the campaign of other versions of future players trying to assassinate the heir/give guidance, etc. Meanwhile, the plot can be learn about the curse (phylactery) and cure it, vs. grow the heir into his true power and make it all happen again.
Yesz pls! this the perfect way to see, how succesful your mastery of dmstyle is! & will give me an awesome adv. to watch!
Naturally i am excited to see your table too. Grtz! on getting an awesome live game!
You rock!
I wish for you to be surprised by your players, who will certainly add to your campaign, in some player incentive way!
Thanks for all the great content you put out you’ve really helped me so much with DMing! Great video and very helpful
Thanks for this video. This was a really helpful breakdown. Your campaign sounds like a mixture of “Terminator 2” and “The Witcher.”
Ideas for communication through time: use a fortune teller, dream sequence, hallucinogens, maybe a mindflayer that uses chrono magic
I like this idea. It's basically how Fire Emblem 1 starts with Prince Marth, his sister and trusty Jagen escaping their would-be captures. His sister, having snuck a Staff of Teleportation away uses it to save her brother and Jagen. This builds up to the day Marth will return to save his sister and defeat the villains.
I dig this. I would do things differently but I'd need to runimate on it since I can't think on empty stomach.
I wouldn't do future telepathy but rather more akin to Mortal Kombat (9) where Raiden sends his knowledge to his past self, but he can't decode what the images he sees mean.
Something like, they see something and get an incredible feeling of deja vu. Things look different but they feel that they've been here before.
I once did a time travel campaign
The PCs were allied with this artificer who was building a Time Machine. They did a few missions to help assemble it. Then the dude dies and all they know is how to make it work. So the PCs now have the ability to go back and forward in time. The catch is they have to go to where the machine is because it’s wayyyy too big to move.
The PCs begin using this thing to win encounters by getting intel, replaying missions, or even in some cases using other versions of themselves to aid them to do things. I allow them to use it as much as they want basically letting them do whatever they want. Eventually they realize that because they keep going back and forth in time they’re causing temporal anomalies and it is ripping holes in there reality. So they do things like go back in time to ask the artificer what to do, avoiding their other selves. Then eventually demons find out about this machine so they have to figure a way to hide the machine from them because it’s really hard to move.
At the end of the campaign they were terrified to use the machine and decided to go back to a time when it wasn’t made and live there.
Greay idea for the start of the campaign i dont know if id want the future players giving out all the details though, i think the way I'd do this would be have the future players drop hints, its in a cave in thos area. Give the past players something to try and work out maybe they catch a quick climps of what they're searching dor but when they get there, there's a couple of relics similar and only can be told apart by a fine detail they see, picking the wrong one could change the future for them selves. Maybe the future party die due to something they dos wrong forst time round so theyve got to figure out what part of the future theyve got to change to defeat the BBEG
So... The plot line of The Terminator. 😁
Yep - I was thinking of the same thing.
It feels like a combination of Mortal Kombat 9 (where main villain won MK 8 so one of heroes rebooted the series by sending his last words as a warning to himself from first game) and Thundercats 2011 (the first episode is basically "young prince watches a Mummy lord's armies conquer his kingdom and king his father and has to run off with a rattag bunch of misfits).
If you want something to assemble, you may look up classic module Rod of the Seven Parts, you could easily use the Rod as a thing the king used to defeat BBEG and you could maybe even borrow villains (I mean the big bad called THE QUEEN OF CHAOS feels epic enough for the epic campaign).
One thing to think of is that you could have PCs in the future have high level allies and BBEG have laurietants (some more He-Man vibes, think Theela and Man-At-Arms vs Evi-Lyn and Beastman). But the time travel could mean the PCs meet those people when they are beginners too. So maybe BBEG is trying to corrupt or kill their allies, while PCs have chance to stop creation of his laurietants. And sometimes it may be a domino effect - series final of cartoon Xiaolin Showdown had the heroes travel back in time to stop their biggest enemy from becoming evil, only to return to a future where yes, he is now their greatest ally...but another guy, who was originally their ally and mentor, got corrupted insteand and turned out to be faaar more effective at being evil, so the evil won.
I've always wanted to do a Lufia 2 opening. Where the campaign starts with the entire party at max level, with the best gear they could possibly find. They defeat the enemy in their flying fortress, but the party dies as the fortress crashes into the ground.
Then the game starts with the party at lvl 1 and hundreds of years later and they find out that the bad guys are coming back. And then they go around the world looking for those artefacts that were used by the heroes of ancient past.
Would love to see the campaign unpacking videos :)
Yes, I am one of those wanting that kind of unpacking.
What will you do if a character dies? Can this work without giving them plot armor? It's very similar to my current campaign, I've just started, but the time traveling comes a bit later. And I haven't figured out exactly how to do it, so it was very inspiring to hear your thoughts.
It's an epic themed campaign, so due to the character death causing a paradox, the party will realize they MUST break into Hell to recover their ally or strike a deal with some powerful hag or planar being to facilitate a resurrection.
Keep it coming. All of this has been so helpful
Looking forward to seeing where you take it. Will this start at level 1.
I love how different our approaches to making a campaign are.
I start with "what is the big battle/showdown?" and work backwards. I can make notes on what will be required to get there, and then we see what insane roads the PCs carve getting there.
Trouble with thst approach is that it can feel very railroady. If your players choose to ignore your hooks, well... Everything you prepped for the big final fight is useless. If you just set up a starting situation, you can just lean back and let your players do their thing.
@@TheAnon26It pays to be flexible, to avoid railroading. I'm not saying it's easy or anything. I've got a few tricks to either pique their interest, or have the hook go to them.
Also, having the plot continue without them leads to great moments of "Wait... is this related to that thing we've been putting off?". While they've been sandboxing it up (which is fine, and great fun), the adventure goes on without them.
So one more from me: Time travel plot holes and alternative idea
Aside from plot armor, how do you deal with timeline changes? Star trek has all temporal isolation. Or perhaps multiverse? Players get into a habit of 'Ask their future contacts'
What you proposed overall was a prophecy campaign. Though had an idea on same lines that could be more interesting than time travel and fill these holes.
Have players come with end game character goal generalized. Then an idea where party doesnt need to know eachother even.
What if... they are visited by spectres... of themselves from the future. So it metas that they banded together, but failed to stop the lich. To tell them it all starts with assassinating the heir.
So it starts with they are all dead in future unless figure out how to stop it.
Then, this is where other plot filling works. Future spectral visits change with their actions.
So like with a groundhogs day almost. Players resolve one issue. This reveals next step. Or that Tom Cruise movie where he is stuck in a time loop. Solving the one problem reveals the next.
So they dont know why the boy was needed to be killed. But because they saved the boy, the specters visit again, play it off like 'history was not how told, it did not solve. Lich did this after failing'
Though need to plan for what sort of situation happens that has the party spectres come back through time. As will be a question players will want answered.
Also solves the 'If player dies' issue since history changing so changed and that player no longer ended up in that endgame scenario to speak to past self.
Reluctant heir is a great concept
Yes give us the details!!!
I'd have session 0 play out as a final fight against the BBEG. The king has been captured and they are working to break him out. whether they succeed or fail, the king has been infected and the BBEG has found the source of his unique power to tap into the plane of time. And in the final moments the king teleports the high level PCs conciousness back in time to confront their lower level counterparts - explaining the introduction of the main campaign.
I'd give the PCs all an ability to cast augury, which let's them contact their future selves and seek answers - once per story arc.
And what I would do to not force in a rail road while also following a prophecy, the BBEG stole a piece of the kings soul, and was teleporting without anyone knowing back in time. So your prophesied story beats don't quite line up with what's going on, and I'd use very subtle queues at first like the future characters explain what they did "go to the Ivory tavern and request audience with Gundrel, there will be a table in the left back corner next to the kitchen door. Make sure you sit there as an ambush is waiting for us, you can use that door to get out." But only when the current day party goes there. the table they're specifically told to sit at isn't there, or it's being occupied by other customers etc.
This allows them to converse with their future counterparts, and they can still give them knowledge and guidance for the quest, but the actual adventure is still on its own course. This also let's the PCs multiclass or become different to their future selves, as the presence of the BBEG has altered the course of history ever so slightly.
I have never felt so untalented and incapable as I do after watching this practical guide series.
Maybe let the future link get fuzzier as the campaign goes on, as events start to change the future. As the enemy starts using the past as their focus, the players probably will do the same.
Have to make the Lich more powerful in the past than the present though, I think that's key. Maybe let it continue to grow in future knowledge unrestrained, sending that knowledge back to its past self? The link getting fuzzier can also ramp up the stakes for the Lich as well, afraid it will lose the link and its new power.
Kind of “Willow” (1988) meets “Twelve Monkeys” (1995). This should be very interesting.
"Why are you here?" Ask the players. I always start campaigns this way. I set the scene and have the players decide why they would be in that situation.
Idea for why are there. Is a coming of age celebration for the youth. Multiple reasons. Party is there for whatever reason they want. Food? Drink? Loyalists? It also serves to set up a bit of an intro to the character without pointing directly and saying "This is Mac Guffin"
Example: "Why are you here" for one campaign.
"Oh, well we decided we are fresh recruits to the guard, fresh out of training."
Let them decide. You already have them invested into your world and session zero isnt even done yet.
Please give us a regular recap with your thoughts about it and why you decided what you decided then.❤
Yes, more for sure
Jealous sibling… or the rightful heir… behind the attack
Guy, I am currently running my very first D&D game as DM after playing off and on for about five years. Please show us as much of your process and information as possible
I think it is a little convenient that the lich can affect past events and so can the heir which is a little bit of a stretch so why not make it the same thing? For example, the lich is actually an ancient tyrant from the line of royalty hundreds of years ago or something. The lich knows about the ancient time macguffin which can only be wielded by the royal family. So in the future battle, the lich manages to get his hand on the macguffin which the heir had gotten last time. They're both holding the sword for a moment or whatever and both use the power. The lich of course is trying to kill the heir and the heir sends the message back to the party. As the lich gets closer to getting the macguffin in the present, the ability of those in the future to communicate with them gets shoddier and if the lich actually gets it, the connection will be gone entirely.
Meanwhile, if the heir gets it, he hasn't mastered it yet. He's still kind of a kid. The lich can't actually get the macguffin himself because he's not a living member of the royal line but he is still of the royal line so he can wield it. This makes it so the lich needs to take the heir alive.
Another idea I quite like is that the one the party came to travel with isn't actually the heir but the first prince who is much more capable. The lich succeeds in killing him after going back to the past. Thus the only option left is his younger brother, the second prince, the one that the lich didn't prioritize because he wasn't the strong and brave warrior that thwarted him the last time and instead was the useless one. This establishes a connection where the heir is important but helps keep him from needing to be assumed that he's going to grow into this amazing hero. It also allows you to add a mechanic in where the communication is quite strong at the beginning but tapers off as the timelines diverge. So you could do this thing where the players know at the start what's canonically supposed to happen and they can choose to keep the timeline similar ish or deviate. Keeping it similar lets them keep their knowledge of the future but the lich knows it too. And at some point they'll need to irrevocably throw the two apart.
I would have the players go on a tangentially related adventure for a session or three. Drop a clue to the BBEG in that adventure, but the main point of it is to win the favor of the king. This would explain their connection to the king as well as give them motivation to protect the heir.
also, you can borrow the King's bloodline being important to protect the kingdom from Elder Scrolls 4, Oblivion. This also draws on the Bible, where the Jews expect the Messiah from the bloodline of King David.
As a casual dm going into more serious id like more of this
Cool video topic!
Not sure if this particular campaign would be my cup of tea but it's certainly original.
Are your players D&D veterans with strong knowledge of their classes? Piloting a high-level character right at the start in a crucial battle might be a steep learning curve for someone who isn't closely familiar with the character's abilities.
please make more of this stuff.
And it would be awesome if you was streaming the game, if you was able to talkabout how that sesson went, your thinking process, and what you was expecting, vs what happend, and how you adapted, ect. this would be an awesome series, PLEASE.
Also.. do you share your gameplay? IDK if its another channel or not, but just asking if this one will be shared. :D I hope so. :D
As a player, I usually hate having a GM NPC foisted upon the party with little reason to keep them around then the GM wants us to haul their character around like a taxi service.
Here is an alternative suggestion of plot that would offer many of the desires that you want without locking the players into a set future conflict that they don't have control over.
Start not with the coronation but with the eve of the coronation. Plenty of reasons for players to be in the castle as part of the pre-party party. Castle security is stretched, entertainers are present, delegations from various empires and guilds are present. All these delegations bring valuable gifts and have wealth on their person and have private security. There is lots going on and plenty of reasons for players to be present.
Introduce then several large creatures attacking on the eve of festivities. Panic and battle ensues. Have fun with dragon breath, beholder eye disintegration, vampire ripping apart people, and other horrors that are usually well beyond a low level party to handle.
While this is going on, a small group of Royal Guard burst into the area leading to safety the heir and a few of the heir's teachers, nurse, royal cousins/companions.
The Royal Guard are fighting off some of the monsters that are in pursuit. One of the teachers opens a secret doorway at the moment a dragon breath smashes through a window and consumes several of the Royal Guard. Players can choose to stay and fight the dragon ripping into the space or head for the secret doorway before it is closed.
The players will likely realize that fighting is a bad choice and running is best.
The general flight down the stairs can result in the Royal Guard having died above and now the teachers, companions, and heir remain.
One of the teachers has the goal of getting to the secret dungeons. If asked then the teacher will say there is a secret way out of the castle but only the blood of the heir can open it.
You can have creatures chase down the stairs.
The secret way is a large strange crystal of magic that is located in the dungeon. The heir is required to touch the crystal to activate it and the result is the party is teleported to another crystal.
The heir can give no indication on where the group is located now. The teacher doesn't know how to control the teleportation as only an heir can activate the network. The teacher will say that they believe there is a map back in the castle but they are not sure on where.
The campaign can then expand on finding out where the teleportation crystals lead and how the players can take advantage of this ability. The teleportation becomes even more powerful when players find that the crystals allow travel in distance and in time.
Players will also deal with the BBEG that orchestrated the assault on the castle starting to use the network.
Questions will rise as to how the BBEG has access to the network when the players have what they think is the only heir.
The heir is key as a tool to whatever the players want to do but the heir doesn't force the players to follow a pre-written destiny that they had no part in creating.
Please do the unpack videos!!!! They are so interesting and incredibly useful.
Yes, I enjoy more video's like this
Guy, give us as much information as possible on your campaign
More please. PLEASE!
If you decided, thst the heir is essential and the Lich only needs to stop the heir from stopping him, either some sort of prophecy or some bloodline thing should be in the play. Otherwise the PCs might think: lets hide the heir in this convenient winecellar and lets do this on our own.
Maybe the item needed is forged with a small sample of blood from that bloodline.
Great video!!!
Love it bud. 100%
I hear the Last Heir Bender. Cigar smoking, fueled by alcohol, and a strong case of cleptomania. But also the chosen one conduit to the spirit world. No casting ability, just obnoxious furniture. What is the PCs relationship with the King that they want to protect the Heir Bender?
The problem with time travel/manipulation stuff (in my humble opinion) is it can get kinda messy. The whole snag in time or paradox thing just seems like something that would wither break all existence or have zero effect at all.
I've always thought it would be interesting if time itself has a way of making sure things happen the way they should. Example:
BBEG gets the idea to go back in time & try to stop the heir but his actions are actually what makes the events line up against him in the first place. A sort of stable time loop where s/he is inadvertently responsible for their own defeat via messing with time in the 1st place. Kind of a damned if you do damned if you dont think.
More vids like this, please!!!!!
More please 🙏 😊
Time Travel is basically the same as a prophecy. Why not use a prophecy instead. Each player character has received their own form of a prophecy, either through a vision or through the intervention of some soothsayer or maybe even a fortune cookie. They are all drawn to protect or take control of something. Each player gets a different "thing" they are expecting to get. It turns out that the last heir is each thing to each person. One person's destiny is bound to an image of a griffin in three circles and the heir's personal emblem is that. Another is convinced that the way to personal riches is by taking the late queen's favorite distraction, which we find out at the coronation is what she always would call the heir when he was a toddler, and other such prophesies. I like your idea of the Big Bad's motivation. Perhaps tyhe Big Bad got his or her motivation also from a prophecy that said if he doesn't kill the heir, it will be the death of him. Maybe they don't find out about the Big Bad's motivations until they seek some library that records all prohecies and there they see the heir is a central figure in several separate prophesies, (they recognize their own individual ones in this) but they also see the prophecy that was directed at the Big Bad. The story comes together. and they know who to stop or where to go now.
✌
I think your best bet would be to have the youth run into them in some way regardless of what the PCs do.
Why?
To avoid 'you are the chosen one' Unless players start established of people with some sort of fame, it seems odd they would be picked out of the crowd. Is better if that interaction occurs at a point where party is isolated.
A dying guard or other ward for example.
Edit: Captain of the guard for example. Why would a guard send this Mac Guffin with total strangers instead of own guards unless simply was no other option.
If I was GM, I would definitely have the players come across the guards for the youth in dire straights at some point while party is saving themselves. A case of 'wait, we know you' Then have some sort of letter of marque with the boy that is shared once they are safe and party wonders... what next?
Drip feed the plot. Survive, Rescue, Escort.
Tell me more about how your beautiful mind operates in these situations.
The high/low level is just a bad idea with time travel. Two things happen. 1: you just gave them all plot armor. 2: You have future can be changed and no reasom to make the high level because players might change what they want or end up dying then comes issue of bringing new character in.
Interaction with their future selves causes a butterfly effect. Nothing is certain anymore.
@@brankin421 I made a few comments on this vid. I have a butterfly effect comment where I started thinking about if future spirits of the dead players came back at a specific moment in time. So each time it happens, is a spirit based on current timeline.
time travel -- the Lich is the Dead King .. trying to regain his throne because his son -- in the future looses the kingdom
is the Lich evil or not .. and the actions of the party determine the fate
I like the heir being the phylactery. To kill the lich, you have jave to kill the king
So, the Lich is trying to unalive himself?
@@macoppy6571 hahaha. Maybe not in this exact scenario, but in a different campaign (where the lich isn't trying to kill the king). The Lich would have to feed souls to the phylactery, could make a grizzly fate for the heir. Would the party just kill the king? We know it wouldn't be THAT easy, right?
What if the coronation is a flashback. What if the campaign starts with combat, someone they save is the heir apparent.
Maybe the PC´s are joining the ceremony for reasons of retribution. They could be the progeny of a clan or family that was driven of their lands and banned by the king for the crimes against the crown. Due to the festivities the king is willing to pardon them, if they will renew their oath to the kingdom and prove their worth
I want unpa c king as the campaign goes!
If your group's an evil or neutral group of any worth I'll tell ya what they should think of that NPC:
Retirement package. The kid's gotta be in that age where everything changes and guidance is critical. What better way for an evil character to gain a massive base of operations than a protecting and raising up a king who will forever be in that evil character's debt?
Wanna be the court favorite, live comfy and do what ya want? Groom the kid to see ya as a father/mother figure and get them to marry your kid (as soon as ya can).
Wanna set up an assassin ring and drown the world in terror of you? Raise up the kid and start your ring as an espionage service, funded by the kingdom's citizens.
Wanna become a lich? Raise the kid up, become court mage and chancellor, use the power and resources to get the phylactery and knowledge then bing bang you're a lich, all funded by the kingdom
This gives xmen in the best way! More like this plz
To heir is human to forgive is not gm policy
So, basically you play Terminator 2.
Tell me
Epic Campaigns are played out. Do it for gold and glory and don't let your DM get away with starting a new campaign just after you put hands on that Dragon's Hoard. Make them figure out how to handle a filthy rich adventuring party with cool magic gear.
This sounds like a terrible campaign. Tedious and trite.