I’m trying to write my first Fronts and Dangers for a new campaign. I think I get the basic idea, but I’m struggling to determine how much detail to define in advance. I’m also uncertain how the Campaign and Adventure Fronts interact. I’d like to run this by folks and see if I have the right idea.
So, in the context of an overall demonic ‘invasion’ campaign Front, I’ve put together this Danger:
Danger: Opportunistic cult of mages seeks power
Impulse: To gain power from the planar forces that have recently become active
Impending Doom: Destruction (the power cannot be contained)
– The cult becomes active, seeking information and experimenting
– New magics are wielded, powered by energy from the demonic plane
– The mages begin construction of a device to pull even more energy from the planar rifts
– The device becomes operational, resulting in vastly powerful spells brought to bear
– The device overloads, resulting in massive destruction in the surrounding area
Is this the right level of detail or am I defining too much up-front?
As far as how this plays out in the campaign, I’m guessing the progression of Grim Portents basically spins off Adventure Fronts to explore the details? So, some early adventures might be encountering the cultist experiments and learning about what they’re doing. Then later, if left unchecked, we learn about the device they’re building and maybe get a chance to stop it?