Mustrum_Ridcully
Hero
Forked from: http://www.enworld.org/forum/general-rpg-discussion/265581-3rd-party-products-do-you-care.html
This reminded me of something:
I am not sure where I read the idea first, but it might have been Rel on CM or EN World: "Narrow, Wide, Narrow" as structure for a campaign.
You start with a narrow beginning. Your hometown, a particular event that attracts the characters and requires dealing with it by them. Then the campaign opens up. The players have several options they can pursue and deal with. But at the end, the campaign is approaching a kind of climax or conclusion - the major bad guy or issue is revealed and requires (and allows) dealing with.
Is it possible to create a set of adventures that would allow a campaign in such a way? We don't always want adventure paths that require following a line of adventures with pretty much determined entrances and exists each time, and we don't always want a pure sandbox, that has no focus or "end-game" in mind.
How would a line of adventures support such a campaign model?
This reminded me of something:
Also, most long term campaigns I have played in and run have developed based on what the PCs do. Even if there was one overarching storyline (and I have never played in that long term), the player character's actions in the first set of adventures determine what is going to happen in the middle and later set of adventures. High level adventures are often things the player characters set in motion, rather than things they follow because those adventures are "next."
If my players decide to raid one of the bad guys temples because they think that will put pressure on them, I will be looking for an adventure with an evil temple in it. That's what about half the adventures I buy were the result of.
I am not sure where I read the idea first, but it might have been Rel on CM or EN World: "Narrow, Wide, Narrow" as structure for a campaign.
You start with a narrow beginning. Your hometown, a particular event that attracts the characters and requires dealing with it by them. Then the campaign opens up. The players have several options they can pursue and deal with. But at the end, the campaign is approaching a kind of climax or conclusion - the major bad guy or issue is revealed and requires (and allows) dealing with.
Is it possible to create a set of adventures that would allow a campaign in such a way? We don't always want adventure paths that require following a line of adventures with pretty much determined entrances and exists each time, and we don't always want a pure sandbox, that has no focus or "end-game" in mind.
How would a line of adventures support such a campaign model?