One of the ways I like to start a campaign is with the "big idea" or, in other terms, the adventure seed. The idea behind the adventure seed or the big idea is to cast a general situation - sort of throw it against the wall and see if it sticks. If it's something that gets the players and GM excited, then you can start building the foundation of your campaign around it. I like to use Mario Brothers as my example almost always so, the Adventure Seed is "The Princess has been kidnapped." From that you build out - yeah, that's exciting, we could play as her loyal subjects trying to find and rescue her... yeah, and the one who kidnapped her could be a big fire breathing turtle..." And off you go. What I like the best about this sort of adventure seed is that you can approach it from multiple angles - they are situations, rather than goals, so the players can come up with their own goals as they interact with the situation.
So, let's see if we can come up with some awesome Iron Kingdoms adventure seeds! I'll kick it off:
Iron Kingdoms Adventure Seeds
- A Khadoran noble wants to sponsor the founding of a new settlement in the northern wilderness.
- A Cygnaran noble's has learned that his son's ship was lost along the Broken Coast.
- An Idrian tribe's herd is severely depleted after a sickness sweeps through it.
- The son of a small-time Ordic merchant inherits his recently deceased father's trading galley.
- A group of the Free Order of the Golden Crucible in Rhydden has discovered a way to make double-strength blasting powder, and cheaply!
- Khador's Section Three wants to establish a base of operations in Clocker's Cove.
- The Cygnaran Reconnaissance Service has learned that a large tribe of restive Trollkin is migrating towards an isolated Cygnaran town.
- A heretical branch of Menites are subverting the populace within the Protectorate.
- An Ordic Commodore risks his fleet against Broken Coast pirates.
- Fresh fighting breaks out on the streets of Merywyn against Khador and the Resistance.