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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="The Little Raven" data-source="post: 4502242" data-attributes="member: 10095"><p>Heroic adventures. With the exception of a small handful of evil/neutral campaigns, I primarily focus my attention on making the PCs the good guys (even if they have to do bad things to be good guys). I'd say the mix of activities is 40% combat, 30% social roleplaying and 30% skill challenges.</p><p></p><p></p><p></p><p>Well, obviously, first and foremost my goal is fun for all of us. Otherwise, my goal is to make the players feel like they had a real impact on the events, and that without the PCs their side would have failed. My players really enjoy being the last line of defense between the innocent and the things that go bump in the night.</p><p></p><p>For "feel," I try to get across the notion that heroism isn't easy, but it is all the more rewarding because of the difficulty.</p><p></p><p></p><p></p><p>I don't usually change the game unless there is an underlying fundamental reason for me to do so. The less work I have to do with the mechanics, the more work I can put into all the other aspects of the campaign.</p><p></p><p>The last time I changed the game was when I ran a campaign centered around the importance of life, and the detrimental effect that killing creatures (even evil ones) has on that focus. I used a variant of the Taint system to measure the effects that being a "deathbringer" has on the PCs.</p><p></p><p></p><p></p><p>Before the 4e DMG, I used to make quest cards that were formatted in a similar fashion to WoW quests. Once I saw the 4e format, I scaled back the amount of detail in my quests cards so that they are more of a reference than the entire description/goal. I created a statblock template that I use, and I print them out on business cards to hand off to my players.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 4502242, member: 10095"] Heroic adventures. With the exception of a small handful of evil/neutral campaigns, I primarily focus my attention on making the PCs the good guys (even if they have to do bad things to be good guys). I'd say the mix of activities is 40% combat, 30% social roleplaying and 30% skill challenges. Well, obviously, first and foremost my goal is fun for all of us. Otherwise, my goal is to make the players feel like they had a real impact on the events, and that without the PCs their side would have failed. My players really enjoy being the last line of defense between the innocent and the things that go bump in the night. For "feel," I try to get across the notion that heroism isn't easy, but it is all the more rewarding because of the difficulty. I don't usually change the game unless there is an underlying fundamental reason for me to do so. The less work I have to do with the mechanics, the more work I can put into all the other aspects of the campaign. The last time I changed the game was when I ran a campaign centered around the importance of life, and the detrimental effect that killing creatures (even evil ones) has on that focus. I used a variant of the Taint system to measure the effects that being a "deathbringer" has on the PCs. Before the 4e DMG, I used to make quest cards that were formatted in a similar fashion to WoW quests. Once I saw the 4e format, I scaled back the amount of detail in my quests cards so that they are more of a reference than the entire description/goal. I created a statblock template that I use, and I print them out on business cards to hand off to my players. [/QUOTE]
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