I'm a big fan of the concept of "Storm King's Thunder", but was sorely disappointed by the execution. I'm also a big fan of Spelljammer, despite not at all liking anything I've heard about the new set.
Funnily enough, though, I'm inclined to think that the largely-failed SKT provides the key to what they should have done with SJ.
My proposed campaign concept casts the players as the command crew of a fairly unremarkable trading vessel - Serenity, essentially. While at one of three 'home' ports, they must deal with an attack by hostile forces from one of the big-bad empires.
Thereafter, the campaign progresses with the PCs mostly traveling around a big sandbox of locations, carrying cargo, but also engaged in various missions for one or more of the 'friendly' factions. However, wherever they go they find that forces of that big-bad empire. Over time it becomes apparent that there are multiple factions, with the PCs eventually putting together the realisation that the factions have become unbound because the central command of the (Elven? Vodoni?) empire have gone silent.
So the PCs must infiltrate the headquarters of one of those five factions to recover a key to open a portal to the locked 'home' sphere of that empire. Then they proceed to the centre of the empire where they become embroiled in the politics of the court.
That's the theory. Of course, there's a fair amount of work in there, especially in leading the PCs to the key revelations:
- There are five factions.
- Those factions are now working independently because the central command has gone silent.
- They should seek to restore that central command!
- Here's how to get to central command.
So, for the time being it's nothing more than a theoretical campaign. But I'm rather liking the fairly epic scope the whole thing, so maybe...
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