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<blockquote data-quote="STARP_JVP" data-source="post: 2500530" data-attributes="member: 31580"><p>My present campaign is more of a minicampaign, involving the PCs' quest to restore the rightful king of a small nation. You know - that old chestnut. They're quite enjoying it so far because I'm giving them carte blanche over what they do - letting them decide how to proceed rather than giving them missions and so on.</p><p> </p><p>What I'm after is some ideas as to how I can make their lives a little more difficult, how I can put a bit of extra spark into the campaign premise, and missions or side quests I can give them without interfering too much with their autonomy. My players hate to be railroaded.</p><p> </p><p>Basically, the situation now is they are making their way northwards, with one allied NPC off to raise an army in their name. The PCs and their dozen-or-so followers have established a messenger service as a way to keep track of events and to recruit new followers. At the last adventure, they infiltrated a naval base, killed the admiral, and destroyed the flagship and a lot of the supplies for the fleet. At the end of the adventure, they learned the kingdom to the north has invaded, and all young men are being conscripted. This will make it very hard to keep the young prince, who is 16, from being discovered.</p><p> </p><p>What else could I do? Keep in mind the following:</p><ul> <li data-xf-list-type="ul">Tenth-level or thereabouts</li> <li data-xf-list-type="ul">I don't want to push them into anything they don't want to do. That's what killed my old campaign.</li> <li data-xf-list-type="ul">I eventually want them to succeed - I'm trying to make their job hard but not impossible. I don't want them to go away feeling cheated.</li> </ul><p><em>Regular visitors may wonder why I always seem to be here and why I start so many threads.</em></p><p><em>This is because I am a public servant.</em></p><p><em>I therefore have little to do at work of any interest.</em></p></blockquote><p></p>
[QUOTE="STARP_JVP, post: 2500530, member: 31580"] My present campaign is more of a minicampaign, involving the PCs' quest to restore the rightful king of a small nation. You know - that old chestnut. They're quite enjoying it so far because I'm giving them carte blanche over what they do - letting them decide how to proceed rather than giving them missions and so on. What I'm after is some ideas as to how I can make their lives a little more difficult, how I can put a bit of extra spark into the campaign premise, and missions or side quests I can give them without interfering too much with their autonomy. My players hate to be railroaded. Basically, the situation now is they are making their way northwards, with one allied NPC off to raise an army in their name. The PCs and their dozen-or-so followers have established a messenger service as a way to keep track of events and to recruit new followers. At the last adventure, they infiltrated a naval base, killed the admiral, and destroyed the flagship and a lot of the supplies for the fleet. At the end of the adventure, they learned the kingdom to the north has invaded, and all young men are being conscripted. This will make it very hard to keep the young prince, who is 16, from being discovered. What else could I do? Keep in mind the following: [list] [*]Tenth-level or thereabouts [*]I don't want to push them into anything they don't want to do. That's what killed my old campaign. [*]I eventually want them to succeed - I'm trying to make their job hard but not impossible. I don't want them to go away feeling cheated. [/list][i]Regular visitors may wonder why I always seem to be here and why I start so many threads.[/i] [i]This is because I am a public servant.[/i] [i]I therefore have little to do at work of any interest.[/i] [/QUOTE]
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