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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