E:
"An interesting read! I think that is what I am missing right now in what I am working on is anything particularly "big", as I've mostly stuck with usual fantasy world tropes. Still, it's a bit harder to think big when you're planning for first level characters. I'll have to think more about this...."
Me:
Yeah, the "big" comes later. It's good to design carefully for the first 4-5 levels as the characters are fairly fragile and don't have many resources. Up to 10th, still somewhat limited. After 10th, take off the kid gloves. Pull out the really big stuff, let the party figure out the rest. If the wizard doesn't have teleport on a scroll to get out of a tight spot, it's their fault.
OH, one secret of campaign/game design that you don't see often: Always have a plan. Figure the party is either going to succeed, OR fail. Plan for both. Sure, you hope they succeed, and you design your main threads around the presumption of success. But what if they don't succeed?
The secret is to have a general idea of what happens if they fail a quest. Not necessarily a detailed plan, as failures can be very unpredictable, but simply consider a general idea of where events may lead. Once in a while you can use a deus-ex-machina rescue as the cavalry charges in to save the PCs, but try to avoid overuse. The players should deal with the consequences of failure. PCs with a safety net are generally not as fun for the players. Some examples:
- A simple "The End". Roll up a new group of characters to begin anew, or continue where you left off.
- A Feaste of the Beastes, possibly with a Pirates-of-the-Carribean-esque escape before dinner.
- Negotiations for the party's release, conducted by an interested NPC (especially the one for whom they are performing a quest).
- A round of Raise Deads or Resurrections for everyone after they don't communicate with their home temple after a year (hopefully this was pre-arranged by the party). This could tie in with the loss of their main gear-- possibly spurring a quest to get their gear back from the hands of the NPCs that are now ravaging the wildlands with powerful new magicks...
- Failure need not involve the deaths of PCs; if they were trying to prevent the Mad Baroness' flight from town, well, now the Mad Baroness now roams free to the frustration of the party. I'm sure they'll encounter her in the future...
Eric Weberg