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Sailors on the River of Worlds- Update
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<blockquote data-quote="Byrons_Ghost" data-source="post: 1236833" data-attributes="member: 7396"><p>I think approach is going to vary with the group. If you know the players well enough that they won't mind a surprise, then leave things vague. If it's newer people you're dealing with, then you'll probably want to give them a better idea of what's going on.</p><p></p><p>I agree with Whiskers- an ongoing villain or bad guy group would be best. There's an old Companion-level module called "Where Chaos Reigns" which I turned into a mini-campaign. Essentially, the party must go through different periods of history to stop an alien cyborg race called the Oard, who conquer worlds with magic by ensuring that the offending fantasy elements never come into being.</p><p></p><p>Well, you're not going to want to do time travel with this- that only works with one world to focus on. But the principle- using this framework to string together as many oddball adventures and settings as you can get your hands on (time to bust out the mini-games!). The conspiracy of the villains can evolve slowly, until the players manage to connect all these different adventures to the same source. Then things will sort of snap into focus- it's a longer build-up, but a nice payoff when you see the players <em>really</em> calling for blood.</p><p></p><p>Oh, one last thought- if the player's aren't going to have a centralized base, or a lot of down-time, you might at least want to tell them to avoid taking feats like Leadership or Craft Magic Item. Then again, you could just arrange some sort of weird, extra-dimensional boat that can serve the needs of a base town for this sort of thing.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 1236833, member: 7396"] I think approach is going to vary with the group. If you know the players well enough that they won't mind a surprise, then leave things vague. If it's newer people you're dealing with, then you'll probably want to give them a better idea of what's going on. I agree with Whiskers- an ongoing villain or bad guy group would be best. There's an old Companion-level module called "Where Chaos Reigns" which I turned into a mini-campaign. Essentially, the party must go through different periods of history to stop an alien cyborg race called the Oard, who conquer worlds with magic by ensuring that the offending fantasy elements never come into being. Well, you're not going to want to do time travel with this- that only works with one world to focus on. But the principle- using this framework to string together as many oddball adventures and settings as you can get your hands on (time to bust out the mini-games!). The conspiracy of the villains can evolve slowly, until the players manage to connect all these different adventures to the same source. Then things will sort of snap into focus- it's a longer build-up, but a nice payoff when you see the players [I]really[/I] calling for blood. Oh, one last thought- if the player's aren't going to have a centralized base, or a lot of down-time, you might at least want to tell them to avoid taking feats like Leadership or Craft Magic Item. Then again, you could just arrange some sort of weird, extra-dimensional boat that can serve the needs of a base town for this sort of thing. [/QUOTE]
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