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How do I run a campaign like this?
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<blockquote data-quote="Janx" data-source="post: 6047898" data-attributes="member: 8835"><p>Here;s some other ways to look at the problem, within the framework of the TV show model.</p><p></p><p>Instead of writing 10 adventures, write 1 adventure, with each encounter having variations, based on party composition. Emphasise role playing more when you have lower head count, smash and grab when you have more players.</p><p></p><p>Branching from that, write game material for each character. These would have been side quest fragments to throw out in the middle of the regular game sessions, but you can use them for solo-player material as well.</p><p></p><p>Write some random encounter tables to generate filler material. I once had an adventure I called "Thieve's Night Out" which was basically random tables of opportunities for the thief to engage in as a solo activity.</p><p></p><p>Master ad-libbing and the 3-act play model. Here's the crux of every action TV show:</p><p>Act 1</p><p>show PCs doing their basic activity (being heroic successfully)</p><p>once completed, bring in new problem</p><p>let PCs investigate and advance to major setback scene (villain screws the party)</p><p></p><p>Act 2</p><p>party regroups and works to get into position to take on the problem again</p><p>this is role playing, skill tests, and some minor combats</p><p>PCs finally get to confront the big problem again</p><p></p><p>Act 3</p><p>PCs confront the problem</p><p>violence and chasing ensues</p><p>PCs suceeed, kiss the girl, ride away</p><p></p><p></p><p>That's simplistic and steretypical, but the trick is, follow that model 2 times, then mix it up on the third time. As an ad-libbing GM (or one just planning his adventure), by using the model, you know what to have happen next.</p><p></p><p>You start the adventure media-res with the PCs finishing up a "quest" beating up some orcs or other easy foe. Or sitting in a tavern, looking for work, or surveying their holdings and smiling about their success.</p><p></p><p>Then you bring in NPC who has bad news. This will be news about an enemy of the PCs or threat to their holdings, etc.</p><p></p><p>The PCs will then investigate. Make some stuff up, leave some clues.</p><p></p><p>The PCs will get close, but it turns out the enemy was waiting for them. Ambush and dungeon trap them, or burn their house down. Anything to ruin their day, but not disable the PCs themselves.</p><p></p><p>the PCs will regroup, and go for the bad guy again. Make up a base, put some sentries or traps out, and then the big boss fight.</p><p></p><p>Boss is dead, PCs take his stuff, go home and kiss the girl.</p></blockquote><p></p>
[QUOTE="Janx, post: 6047898, member: 8835"] Here;s some other ways to look at the problem, within the framework of the TV show model. Instead of writing 10 adventures, write 1 adventure, with each encounter having variations, based on party composition. Emphasise role playing more when you have lower head count, smash and grab when you have more players. Branching from that, write game material for each character. These would have been side quest fragments to throw out in the middle of the regular game sessions, but you can use them for solo-player material as well. Write some random encounter tables to generate filler material. I once had an adventure I called "Thieve's Night Out" which was basically random tables of opportunities for the thief to engage in as a solo activity. Master ad-libbing and the 3-act play model. Here's the crux of every action TV show: Act 1 show PCs doing their basic activity (being heroic successfully) once completed, bring in new problem let PCs investigate and advance to major setback scene (villain screws the party) Act 2 party regroups and works to get into position to take on the problem again this is role playing, skill tests, and some minor combats PCs finally get to confront the big problem again Act 3 PCs confront the problem violence and chasing ensues PCs suceeed, kiss the girl, ride away That's simplistic and steretypical, but the trick is, follow that model 2 times, then mix it up on the third time. As an ad-libbing GM (or one just planning his adventure), by using the model, you know what to have happen next. You start the adventure media-res with the PCs finishing up a "quest" beating up some orcs or other easy foe. Or sitting in a tavern, looking for work, or surveying their holdings and smiling about their success. Then you bring in NPC who has bad news. This will be news about an enemy of the PCs or threat to their holdings, etc. The PCs will then investigate. Make some stuff up, leave some clues. The PCs will get close, but it turns out the enemy was waiting for them. Ambush and dungeon trap them, or burn their house down. Anything to ruin their day, but not disable the PCs themselves. the PCs will regroup, and go for the bad guy again. Make up a base, put some sentries or traps out, and then the big boss fight. Boss is dead, PCs take his stuff, go home and kiss the girl. [/QUOTE]
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