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[ZGG Repost] How bring PCs to Blackmoor?
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http://mmrpg.zeitgeistgames.com/index.p ... opic&t=161

Desdichado (2005):
Hello,

What was there first, the chicken or the egg...? –Errh, a rather philosophical question from my part this time:

Now, since Blackmoor is set somewhere isolated, and virtually at the end of the world, how do foreign low-level PCs end up there? – For the usual route involves so many dangers that a person hailing from a foreign land would meet with so many adventures on the way north that *it* would likely already be a skilled adventurer when he or she arrives in the kingdom.

Moreover, what could be a motivation for foreigners to visit cold Blackmoor with all its dangers?

Yours,

Rafael

PS: The background for my question is that I am usually playing with gamers, who haven’t played in BM earlier and don’t know the setting. So, I usually let them play outsiders that are new to the lands of the North and so can learn about the setting as I present it to them. Smile R

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Havard:
Interesting question Rafael!

Some ideas:

Getting to Blackmoor: The best way to get to Blackmoor without the journey there being so challenging that the PCs are experienced heroes by the time they get there is if they travel there in the company of someone else. It could be in the company of a caravan (Complete with guards), escorted by Thonian (or other) military forces (perhaps they are deserters from the Thonian army?), or by sea.

Why go to Blackmoor? Who wouldnt want to go to Blackmoor!? Seriously though, I can think of a few reasons, which may or may not be tied with how they actually go there. The Thonian Army deserters idea is one that I have already mentioned. Or perhaps they have family in Blackmoor. Or they could be merchants or mercenaries trying to make a fortune there when the civilized world is full of already established trading houses and merc companies. Or, they could be left in Archils by a ship captain who couldnt afford bringing those extra sailors back to Thonia that he had brought all the way north. Escaped Skandaharian slaves is another idea. What else?

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Desdichado:
Thank you for those great ideas, my friend!

I am using the *sailor arc* for my current game, and I believe I'll take the *slaves arc* for my next one! I usually focus on the kingdom itself and the conflict with the Afridhi, so the Skandaharians play only a minor role in my game usually. But I've got to change that! Smile

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Adam:
Don't forget magic!! The Comeback Inn has all those strange visitors, maybe it "picks" some folk up. If you like the real high-fantasy side of DAB

-Adam

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Kythrian:
houldn't that be 'Which came first, the chicken or the Egg?' in this case? Wink

Anyway... good ideas above. Another that could be fun is to have the 'epic wizard with no name' show up on their doorstep, say 'you're needed elsewhere, be ready for adventure' and then just greater teleport them to the North. Then say 'bye!' and leave. Not only does it give them a reason to show up, it gives them an NPC to deal with in the future. Is this a Cabal member or a renegade? Maybe a thrall of the Egg? DM's choice there.

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Desdichado:
...Or just have the party adventure somewhere in the nowwhere, then let seem the a flash of lightning, and next having them lying on a teleport disk in Vestfold, and have some confused wizard saying >Oops!
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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