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Looking for Advice on Perfecting the "Meeting as Prisoners" Campaign Opening
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Hey Reddit! I'm an experienced DM, been running a mix of homebrew and modules for multiple groups off and on for six or seven years now, but I'm always looking to add more tricks to my bag and thought I'd reach out to see if people had ideas and/or experience with this particular scenario.

I'm planning an upcoming campaign for my longstanding friend group. As everyone knows, you need an initial plothook, a compelling reason to bring your motley crew together as a party. In past campaigns I've tended to open with the classic "You all meet in a tavern" scenario, or the occasional "You happen to meet along the road traveling to the same destination". But this time I'm looking to try another classic that I haven't had the chance to take a swing at yet. Prisoners.

This is another classic adventure opening, (Hi Skyrim) and I assume some of you have experience with it as both players and DM's. The broad strokes of the scenario I have set up are generally vanilla, as both I and my group enjoy classic scenarios. The characters (five players, all experienced, all Lv. 1) have all been kidnapped and imprisoned within the decaying fortress of a minor necromancer, who has been kidnapping wayward travelers to use as corpse fodder and blood sacrifices to build his undead army, soon to be unleashed on an unsuspecting nearby village.

Like I said, I've never run this opening before and while I like many things about it narratively and mechanically, it seems to have a few speedbumps I'd like to handle with grace. On the Pro side, the instant motivation for each individual character to act in exactly the way I want (break out of prison) is obvious, as is giving the party a common goal and common enemy. I also like the potential for a fun puzzle scenario and interesting skill challenges (navigating around/creatively bullshitting guards, remaining unseen, searching the dungeon for their equipment, etc. etc.)

But I think there are Cons too. At the outset is the problem of balance. I don't know my party's composition for sure yet, but some classes (Monks, Barbarians) are relatively unbothered by being completely stripped of all equipment and locked in a cell. Others (Wizard, Artificer) become essentially useless, or at least heavily hampered. I want the experience of having to cope without equipment, at least for the first bit, to feel like an enjoyable and interesting challenge, while also being frustrating enough to make GETTING IT BACK a huge rush. (Think the Forsaken Fortress in Wind Waker). I also want escape from their confinement to be difficult enough that it isn't a freebie, while also remaining within the capabilities of Lv. 1 characters with no equipment.

DM's who have played through these scenarios before, What is your take? I have a few ideas brewing in my head, but would love to hear from others what has worked well in the past and what has fallen flat. Are there opportunities for fun I'm not aware of? Are there pitfalls and easy exploits I should be aware of and design around? Thanks in advance!

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2 years ago