u/RinseCycle1

I'm currently running a heavily homebrewed version of Keys From The Golden Vault. Throughout the story so far, they've encountered lots of homebrew NPCs that are part of how the overall story is spun together. For the final fight against BBEG, I want it to feel that all those encounters and friendships meant something, and I'd love for those characters to come along and be part of the fight.

My intention is for the BBEG to have lots of minions, the map to have diverging paths, maybe the group has to split up to complete different objectives, etc, and big difficult choices where players and NPCs might have to sacrifice themselves. Lots of factors that would impact this choice, but my fundamental question is: should I give my players the character sheets for these NPCs, controlling them in the final fight, or, should I control them all (alongside all the enemies ofc).

My concern with giving them the sheets is it might break the immersion, they could (and would) make these characters (with fleshed out personalities) say and do things that don't fit the character. On the other hand, if I control all the NPCs, the sheer amount of time I'd be the only one doing anything and rolling moves might become boring and slow the pace. I suppose a third option is that these NPCs have their actions but not words controlled by the players. If the group splits up (which, it will need to) maybe the NPCs just lead those groups, and all the combat against goons is done off-screen very quickly, to not take up time at table.

Would love suggestions from anyone that's run something similar in the past. Thanks!

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u/RinseCycle1 — 9 days ago
▲ 3 r/TheGoldenVault+1 crossposts

Currently running Keys from the Golden Vault. [Ignatius, Thaddeus, Pyramus, Kevin - stop reading now if you're here!] We're just about the start Shard of the Accursed (mission 9 of 13). I found the 'overarching' hook with the golden vault group very weak, and I've spent a tonne of time and energy writing an overarching story and stakes for it - trying to make the missions feel like phases in a single story, with consistent characters, groups, real stakes, and a BBEG.

Pretty pleased with the results and happy to share but will post as a comment if people are keen. We're currently working with one mafia group to stop (or possibly help) a cult release a demon, who'll serve as the BBEG. There's also a secret police, corrupt guard crops, a devil, and about 3.25million in stolen gold bars.

I'd love to hear how others have done this - what groups, stakes, characters, mission changes, etc. have you made, in order for the campaign to have the feeling of a campaign and not simply standalone chapters. I have a draft story outline for the final missions and how they hang together, but I'd love to incorporate pieces of some ideas from other DMs that have been successful if they fit.

(To address what will be the first comment: The rationale for choosing this campaign is that we were at one stage struggling to meet regularly, so something 'modular' made sense - however, since then we've got back into playing at least twice a month! Hence using a modular campaign but trying to de-modularise it.)

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u/RinseCycle1 — 14 days ago