Post by ancientempathy on Dec 23, 2009 0:47:39 GMT -5
Hello you eager adventurers,
I thought I’d finally shed some intimate insight into the Silver Rush script I originally had thought up, now that the campaign is over =) All that’ll be displayed here wont particicularly harm IC knowledge of it I believe, so fear not. A script like this was to be taken with a grain of salt because I wanted characters to make changes and developements in it as best they could tôo (which did happen on more than one occasion), and primarily speaking, the ‘script’ was mostly focused around hosting battles anyway!
The beginning of the plot included a small faction, with a rather simple story to it (details of which I cant express). Eventually I saw potential from it all, and it grew...and grew...then suddenly another faction got sucked in, a third, fourth, and before I knew it – it had gone public. Each faction deliberatly was given a different piece of the puzzle as best I could. Afterall, not all bards know the same detail of history usually as the other, eh? Its one of those meager attempts at creating a story. When the plot hit public though, that was my push to try and include the community in on some action to liven things up (meanwhile on the side, it was a hopeful prayer of mine that characters sought out more details of what in the wide world of sports was going on – some did, some didnt)
It was a beast to do, particularly concerning more how to not make it seem overly confusing – from including both foreign and domestic news of the battlefront, to making sure factions continued to recieve the right information they needed. Majority of all I did was on an impromptu basis to keep things fluid and as immersive as I could. Never was one for overly planned structure on a vídeo game (I thank Áries for this upbringing)!
Concerning the foreign nations involved...I’ll do my best to rehash my thoughts on all that, the reasoning to it:
1.) Cormyr isnt the world. I wanted players and their characters to be reminded that what could go on outside Cormyr could potentially affect them within it. Infact I had a trade embargo plot lined up but never got around to it sadly =(
2.) Waterdeep, Halruaa and Impiltur were never affected by Silver Rush. They had sent troops to aid Cormyr out of sympathy. The leaders recognized that the events to come would affect Faerun on a whole. Afterall, it did give me a groovy chance to introduce a famous NPC too!
3.) Much to the main badguys dismay, he only managed to put a remote dent into Thay, the Moonsea, Cormyr, and some other forsaken nation out there that I forgot (notes on that are in my old DM profile). It was an invested hope of mine that new characters made could have taken this event and incorpoated it into their new characters lives if they were involved with those nations (as a means to help with character development) in some way, if they wanted to, and if not...well, no biggie!
4.) I tryed to make this plot akin to the Orcgate Wars some with a flavor of originality too of course...(alright so lets face it, about the only thing similar to the Orcgate wars was the massive amount of orcs I used to whoop ass!)
5.) Finally, all nations, including Cormyr, would of course win the day. Its the nature of the plot (would be unethical on a DM level to have tryed to change a nation drastically that without consent of the DM team, much less the administrator, and this does include Cormyr itself).About Cormyrs only change would have been new history page of battles it’d experience meanwhile...and the tormenting of adventurers with various demons and orcs of doom
Now for the grand finale, the battle history plotline I had in store for all to experience:
1.) Battle for Castle Crag & Arabel: Wound Re-Opening
(Arabel to be sacked again. This'll lead into a battle in the Hullack. Castle Crag taken.)
2.) Battle for High Horn: History in the Making
(History in the making, High Horn's first fall – changed to not fall, per DM discussion)
3.) Battle for Tyrluk & Espar: All Hope Seems Lost
(Tyrluk and Espar sacked)
4.) Battle for Skull Crag: Needed Break
(More allied nations arrive. Red Wizards led by Szass Tam primarily aid [potential appearance of TAM]. Cormyr's army and its adventurer's repell the enemy for their first victory [IF High horn wasnt lost])
5.) Battle for the Hullack Forest: The Fire Within It
(Hell's interest [subject to change] in Arkreneos is shown [negative one]. The enemies forces repelled for a second victory. Wardens and Devils make an unholy pack that would later sow sorrow [subject to change].)
6.) Battle for Castle Crag & Arabel: Shade’s Assistance
(Shade emissaries finally arrivee to lend it's unsavory assistance for a third victory. Brief mention of Tilverton for IC spoiler to be had [subject to change])
7.) Battle for High Horn: Reclaiming Property
(High Horn reclaimed, if not lost on the go-round)
8.) Battle within Chult: Demobilizing the Army
(Insiders brawl. The Harper's free the enslaved orc army, causing it to collapse on itself. Mad gnome metallurgist construct maker defeated. Harpers chosen because its what harpers do – meddle!!!! [Subject to change, pending Harper attendance - potential sending RCMH on covert mission to nuke the hazard with Chultan natives flinging bullets and spears to aid - can we say, go Ewokes, go!)
9.) Battle for Tyrluk & Espar: The War is Over
(Arkreneos is taken down. Massive demon army defeated. The battle on the Prime Material Ends)
Final Battle: The Tenth Commander of Io
Selected adventurers to be sent to the Abyss itself to brawl with Arkreneos’ demon máster, Zulu’ky’zy’kran (SP LOL), via special Spelljammers. 3 famous DM-made NPCs to be re-introduced to aid in the battle. Offer perma-death instances on finale battle to those that had requested. Attempt convincing DM team to make IC memorial to those that retired.
I emailed these notes to myself so that I could get around to offering all this to you guys here if ya’ll wanted to read it. I know some were curious. Pardon if things are a bit hard to read tôo but the miscrosoft Word processor here is tailored to be used in portuguese, not english ...
Cheers
I thought I’d finally shed some intimate insight into the Silver Rush script I originally had thought up, now that the campaign is over =) All that’ll be displayed here wont particicularly harm IC knowledge of it I believe, so fear not. A script like this was to be taken with a grain of salt because I wanted characters to make changes and developements in it as best they could tôo (which did happen on more than one occasion), and primarily speaking, the ‘script’ was mostly focused around hosting battles anyway!
The beginning of the plot included a small faction, with a rather simple story to it (details of which I cant express). Eventually I saw potential from it all, and it grew...and grew...then suddenly another faction got sucked in, a third, fourth, and before I knew it – it had gone public. Each faction deliberatly was given a different piece of the puzzle as best I could. Afterall, not all bards know the same detail of history usually as the other, eh? Its one of those meager attempts at creating a story. When the plot hit public though, that was my push to try and include the community in on some action to liven things up (meanwhile on the side, it was a hopeful prayer of mine that characters sought out more details of what in the wide world of sports was going on – some did, some didnt)
It was a beast to do, particularly concerning more how to not make it seem overly confusing – from including both foreign and domestic news of the battlefront, to making sure factions continued to recieve the right information they needed. Majority of all I did was on an impromptu basis to keep things fluid and as immersive as I could. Never was one for overly planned structure on a vídeo game (I thank Áries for this upbringing)!
Concerning the foreign nations involved...I’ll do my best to rehash my thoughts on all that, the reasoning to it:
1.) Cormyr isnt the world. I wanted players and their characters to be reminded that what could go on outside Cormyr could potentially affect them within it. Infact I had a trade embargo plot lined up but never got around to it sadly =(
2.) Waterdeep, Halruaa and Impiltur were never affected by Silver Rush. They had sent troops to aid Cormyr out of sympathy. The leaders recognized that the events to come would affect Faerun on a whole. Afterall, it did give me a groovy chance to introduce a famous NPC too!
3.) Much to the main badguys dismay, he only managed to put a remote dent into Thay, the Moonsea, Cormyr, and some other forsaken nation out there that I forgot (notes on that are in my old DM profile). It was an invested hope of mine that new characters made could have taken this event and incorpoated it into their new characters lives if they were involved with those nations (as a means to help with character development) in some way, if they wanted to, and if not...well, no biggie!
4.) I tryed to make this plot akin to the Orcgate Wars some with a flavor of originality too of course...(alright so lets face it, about the only thing similar to the Orcgate wars was the massive amount of orcs I used to whoop ass!)
5.) Finally, all nations, including Cormyr, would of course win the day. Its the nature of the plot (would be unethical on a DM level to have tryed to change a nation drastically that without consent of the DM team, much less the administrator, and this does include Cormyr itself).About Cormyrs only change would have been new history page of battles it’d experience meanwhile...and the tormenting of adventurers with various demons and orcs of doom
Now for the grand finale, the battle history plotline I had in store for all to experience:
1.) Battle for Castle Crag & Arabel: Wound Re-Opening
(Arabel to be sacked again. This'll lead into a battle in the Hullack. Castle Crag taken.)
2.) Battle for High Horn: History in the Making
(History in the making, High Horn's first fall – changed to not fall, per DM discussion)
3.) Battle for Tyrluk & Espar: All Hope Seems Lost
(Tyrluk and Espar sacked)
4.) Battle for Skull Crag: Needed Break
(More allied nations arrive. Red Wizards led by Szass Tam primarily aid [potential appearance of TAM]. Cormyr's army and its adventurer's repell the enemy for their first victory [IF High horn wasnt lost])
5.) Battle for the Hullack Forest: The Fire Within It
(Hell's interest [subject to change] in Arkreneos is shown [negative one]. The enemies forces repelled for a second victory. Wardens and Devils make an unholy pack that would later sow sorrow [subject to change].)
6.) Battle for Castle Crag & Arabel: Shade’s Assistance
(Shade emissaries finally arrivee to lend it's unsavory assistance for a third victory. Brief mention of Tilverton for IC spoiler to be had [subject to change])
7.) Battle for High Horn: Reclaiming Property
(High Horn reclaimed, if not lost on the go-round)
8.) Battle within Chult: Demobilizing the Army
(Insiders brawl. The Harper's free the enslaved orc army, causing it to collapse on itself. Mad gnome metallurgist construct maker defeated. Harpers chosen because its what harpers do – meddle!!!! [Subject to change, pending Harper attendance - potential sending RCMH on covert mission to nuke the hazard with Chultan natives flinging bullets and spears to aid - can we say, go Ewokes, go!)
9.) Battle for Tyrluk & Espar: The War is Over
(Arkreneos is taken down. Massive demon army defeated. The battle on the Prime Material Ends)
Final Battle: The Tenth Commander of Io
Selected adventurers to be sent to the Abyss itself to brawl with Arkreneos’ demon máster, Zulu’ky’zy’kran (SP LOL), via special Spelljammers. 3 famous DM-made NPCs to be re-introduced to aid in the battle. Offer perma-death instances on finale battle to those that had requested. Attempt convincing DM team to make IC memorial to those that retired.
I emailed these notes to myself so that I could get around to offering all this to you guys here if ya’ll wanted to read it. I know some were curious. Pardon if things are a bit hard to read tôo but the miscrosoft Word processor here is tailored to be used in portuguese, not english ...
Cheers