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How do I run a campaign like this?
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<blockquote data-quote="Rechan" data-source="post: 6047759" data-attributes="member: 54846"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=8835" target="_blank">Janx</a></u> Thanks, that's part of what I'm trying to get at the heart of. Or at least, that deals with "How do I write an adveneture that lasts 1 session?"</p><p></p><p>The problem expands to "How do I write 1-session adventures when I don't know how many, or what class, of PCs show up" but we're at least starting to get at it.</p><p></p><p>One messy issue with the problem is how you gauge time. For instance, "How much can get done in an adventure where there's 1 player?" You gave the example of, in your group, of a combat taking an hour. Well it may go very fast if there's one PC and it's built to challenge only one player. So there's less formula, more "We'll just have to explore and see". Which means the guy might be going home early because I overestimated time.</p><p></p><p>The problem I see with the 'anyone who shows up' method is that it cuts into sandbox. With the 1 guy shows up situation, there's a finite number of things he can do because he doesn't have enough players to back him up. "I want to go explore the dangerous no-man's land by myself" is a sure way to get killed, so I have to tell the player no or let him get murdered (and I'm the type of DM who'd discourage a course of action before a mistake that'll get you killed, like exploring alone).</p><p></p><p>So instead of Sandbox, it's more like giving them a choice of chores.</p><p></p><p>What it sounds like I'm going to have to do is that I'm going to have to write about 10 adventures in advance, and sort them based on how "This adventure is for X players". As the campaign advances, and more is uncovered by previous adventures, then the possibility of what can be done opens up. If for instance players encounter a local tribe, then diplomatic or trade issues suddenly open up, or other misc "help those guys" become options.</p></blockquote><p></p>
[QUOTE="Rechan, post: 6047759, member: 54846"] @[U][URL="http://www.enworld.org/forum/member.php?u=8835"]Janx[/URL][/U] Thanks, that's part of what I'm trying to get at the heart of. Or at least, that deals with "How do I write an adveneture that lasts 1 session?" The problem expands to "How do I write 1-session adventures when I don't know how many, or what class, of PCs show up" but we're at least starting to get at it. One messy issue with the problem is how you gauge time. For instance, "How much can get done in an adventure where there's 1 player?" You gave the example of, in your group, of a combat taking an hour. Well it may go very fast if there's one PC and it's built to challenge only one player. So there's less formula, more "We'll just have to explore and see". Which means the guy might be going home early because I overestimated time. The problem I see with the 'anyone who shows up' method is that it cuts into sandbox. With the 1 guy shows up situation, there's a finite number of things he can do because he doesn't have enough players to back him up. "I want to go explore the dangerous no-man's land by myself" is a sure way to get killed, so I have to tell the player no or let him get murdered (and I'm the type of DM who'd discourage a course of action before a mistake that'll get you killed, like exploring alone). So instead of Sandbox, it's more like giving them a choice of chores. What it sounds like I'm going to have to do is that I'm going to have to write about 10 adventures in advance, and sort them based on how "This adventure is for X players". As the campaign advances, and more is uncovered by previous adventures, then the possibility of what can be done opens up. If for instance players encounter a local tribe, then diplomatic or trade issues suddenly open up, or other misc "help those guys" become options. [/QUOTE]
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