y’know sometimes I really think about how Fallout New Vegas was an actual game that happened
like, this was a game in a series that’s about a post-apocalyptic wasteland with a 50′s esque setting. The main character is usually from a vault or has a connection to a vault and has some goal that mostly involved saving someone, you tend to run around a shithole filled with mutated abominations and bloodthirsty raiders
and then you get this game that just
like Fallout New Vegas was a game that included:
mass murdering roman legionary cosplayers
post apocalyptic cowboys and cowboy robots
a dominatrix zombie
a sexbot called ‘Fisto’ that you can test-fuck
an entire clan of Elvis impersonators
Chandler from Friends
fucking giant killer wasps twice the size of a person
a bunch of Genghis Khan cosplayers
old ladies that try to mug you with rolling pins
a casino that’s secretly a bunch of cannibals
And the main character, well
Fallout 1: Your from a Vault and you have to find a water chip to save your vault. Fallout 2: you’re from a tribe descended from a vault and you have to find a GECK to save you village. Fallout 3: your from a vault and you have to find your dad and save the wasteland.
Fallout New Vegas: You’re a fucking mailman from christ knows where and you have to find the asshole who shot you and then fuck up the mojave two ways from sunday.
I dunno I just think this game was a wondrous masterpiece
One of them is a dragonrider. He really loves his duty - and his dragon, but relationships would be much easier if the damn wyrm wasn't so jealous of his attention and picky on who's worthy of their rider...
The working title for this is: Five Times Clint’s Dragon Prevented Him From Having Sex and the One Time She Approved of his Partner
Needless to say that this has some other ships besides ClintCoulson. It’s also NSFW!
There is a read more!
“I’m sorry, she usually doesn’t leave me at the bottom of the tower,” Clint said, eying his date as the walked up the spiral staircase to the top of the Tower of Dragons. The hike up the stairs was really killing the passion that had started below at the festival. Clint frowned, wishing he hadn’t stupidly claimed the highest apartment in the tower. Draka always waited for him to fly him up though until now.
Apple, no, Strawberry, nope that wasn’t right either. Cherry? Yes, Cherry! Cherry looked at him and then looked up.
Only halfway there, Clint thought following her look.
Cherry huffed, before turning. "This is so not worth it"
“Cherry,” Clint called down to her, following her for a few steps. "C'mon, we’ll be there in no time.“
“No way,” Cherry declared, gesturing wildly as she walked downstairs. “Totally not worth it.”
Okay, so I've started running a little Pathfinder campaign of my own now. I'm having fun, my players are having fun, the only problem is that I am not quite sure how to make a connected, interesting setting. I can make a billion and more small side-quests with interesting, novel ideas, but I can't figure out how to string them together in any meaningful way. I don't want my game to feel like a "monster of the week/town" type game. Any advice?
Firstly, it’s great to hear that you and your players are already enjoying yourselves, it’s always good to hear those kind of things.
If you are finding your side-quests are being drawn towards the ‘monster-of-the-week’ trope and your players have no problem with this, them it’s not too difficult to make a couple of minor changes so as to achieve the ‘connected’ feeling you desire. That ‘connected’, thematic consistency is the holy-grail of DMing, isn’t it? So I can fully understand your want for this. It’s a good thing to have.
My advice in this scenario is to have some small reoccurring item of sorts appear in some of (maybe all; but only if you are really subtle and smart abut it) these side quests that neatly knits them into a wider narrative that could have some relation to their ‘main’ adventure or objective.
Some examples I can think of right now are;
- Some of the dangerous and deadly monsters that have been causing destruction in the local area are each covered in savage, tribal tattoos and war-paints that glow in combat, granting them abnormal powers. A cave bear that can breath flame; a Giant Wasp that can teleport short-distances; a gang of Trolls that are supernaturally quick and agile. These tattoos are found to be inscribed by a mysterious shaman, mage, or villainous druid (perhaps an underling of a larger villain, pursuing a smaller objective under their behest. If the party cannot stop this tattoo’er then the final confrontation is tougher - tattooed minions, etc.)
- Maybe the local gangs, raider groups, or mercenary organisations each hold a piece of a treasure map (magical compass, Gnomish hologram-thingy, etc.) that leads to a well-historied hoard of a legendary warrior, or whatever, of your setting? (An ancient King that one of the PC’s knows about, maybe a relative of one of the NPCs?) The gangs each tore up the map before going their separate ways to stop the others from finding the treasure for themselves. The only way to reunite the pieces is to face the gangs and collect their pieces. They each just so happen to have bounties upon their heads, or are troubling local leadership and authority who are willing to pay for their destruction (maybe the bounty-provider knows about the maps and aims to betray the party?)
- Perhaps the local authority or leadership is secretly working against the party’s interests and seeks to have them defeated by siding with a horrid villain promising power and wealth and whatever evil people like? The PCs could learn this by finding messages, letters, or witnesses whom the crooked and corrupt leader thought that they had disposed of. They could be found in monster lairs, bandit camps, at the bottom of a small lake, or simply in a lost-dungeon somewhere. These pieces of information can be found as the party go about their adventuring and help them build a more convincing argument to bring the people against their traitorous king, baroness, priest, etc.
One final thing you could do to really seal the deal is to make some simple hand-outs that would legitimise these side-quest narrative arcs. Hand-write a torn-up map on tea-stained paper and tear it into four-pieces. Type-up a letter from a tyrannical warlord to the king about an alliance and a massive payment for loyal servitude.
Draw-up a quick sketch of what the tattoos look like so the players know that if they see these tattoos again, they know what to expect in a fight.