The overall theme of the campaign is one of growth and hope. Each of the characters should have personal, family, and community issues to overcome. Failures should happen and likewise they should be overcome. Starting at the Novice Circles of character development the adventures they will be involved in should be fairly straight forward in what their goals are, however they should hint at and have a backdrop that is much larger. The insidiousness of the horrors and even of what other namegiver’s do should become more and more evident as there level of involvement and exposure increases.
As the characters progress into the Journeyman Circles they should begin to have a true sense of what is happening around them, who is using them for good and who for ill. The players should by this point have goals of their own, and the scope of these goals should be transforming from purely personal to a desire to affect the world around them. Horror constructs, horrors, and conflicts with other Adepts should become more common at this point.
The progression to the Warden Circles should be a purely natural transition. At this point in time the characters are fully integrated and a vital part of the setting. They begin to produce the backdrop, to affect the world around them in increasingly obvious ways, and the adventures they are involved in should most commonly be related directly to their wants. Naturally they also come into conflict more and more often with the most dangerous of opponents.
Based on the themes, and guidelines for the different tiers of play, the campaign should progress in a more and more organic manner. Plots should be created by the player’s actions to a greater and greater degree. The adventures outlined below are merely milestone events and campaign arcs, which should occur at certain points of their development. As the adventures become harder there will be a transition from extreme detail, to a more narrative plot point, and suggestions.
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