One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Sunday, November 25, 2018

Homebase: Hommlet




I’ve been thinking about using Hommlet as a home base for your campaign. Here’s some of the thoughts I’ve come up with.

1)         Atmosphere: Hommlet is a place where nothing is what it seems, wheels within wheels. While on the surface most people may seem happy and helpful, everyone has a secret. These secrets are not necessarily sinister in nature, but over all it should add to the sense that there is a palpable feeling of mystery in the town. I think if you can cultivate a feeling of paranoia, mystery and a feeling that the town itself is its own character, your campaign will feel all that more satisfying in the long run.

2)         It’s not all about Elemental Evil: Yeah the Temple and the Elemental Cults are a major force in the area, but they are not the only thing going on. There should be other adventures and sinister plans going on unrelated to those threats.  If all your players do is hunt down Elemental cultists your campaign will become monotonous. It will also damage the atmosphere and the feeling that your campaign world is actually more that just a one dimensional place.

3)         Make it about your PCs: This goes for any campaign really, but it doesn’t hurt to remind ourselves again about this truth. Your players need to feel that Hommlet is their home. They need to feel it is worth protecting and that some of these people are their friends and family. Remember: As a DM we must givith so that when we taketh it hurts like hell and motivates the players to take action.





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