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Tips for running an episodic campaign?
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<blockquote data-quote="Prism" data-source="post: 3066000" data-attributes="member: 9501"><p>It can be good to start off with some fairly unrelated adventures and like you say pretty detail free. This allows you to assess which of your adventures you felt the players tuned into the most and then use that as your link to follow up adventures later. You could ask each player to write down a 'secret' about their character in their background, which might give you ideas for later adventures</p><p></p><p>I have found the general breakdown that works well in this sort of campaign is roughly</p><p>1st - 5th party is sent/asked to do something</p><p>6th - 10th party picks up on one or two of several hooks you dropped during 1st to 5th</p><p>11th+ party starts to find its own adventures, players have their own ideas, interspersed with events they can choose to get involved in</p><p></p><p>I would be careful about the test idea. The characters might feel annoyed about having their life risked for something that wasn't real. If they were not actually at risk would the players be disappointed? Would they ever trust the patron again fully? </p><p></p><p>3 of our last campaign starts</p><p></p><p>You go along with the tribe to a new land, to settle, expand and explore</p><p>You are enlisted into a war as a soldier - fight!</p><p>You are shopping in Ched Nasad (underdark) and the whole city collapses on you - can you survive and get out?</p></blockquote><p></p>
[QUOTE="Prism, post: 3066000, member: 9501"] It can be good to start off with some fairly unrelated adventures and like you say pretty detail free. This allows you to assess which of your adventures you felt the players tuned into the most and then use that as your link to follow up adventures later. You could ask each player to write down a 'secret' about their character in their background, which might give you ideas for later adventures I have found the general breakdown that works well in this sort of campaign is roughly 1st - 5th party is sent/asked to do something 6th - 10th party picks up on one or two of several hooks you dropped during 1st to 5th 11th+ party starts to find its own adventures, players have their own ideas, interspersed with events they can choose to get involved in I would be careful about the test idea. The characters might feel annoyed about having their life risked for something that wasn't real. If they were not actually at risk would the players be disappointed? Would they ever trust the patron again fully? 3 of our last campaign starts You go along with the tribe to a new land, to settle, expand and explore You are enlisted into a war as a soldier - fight! You are shopping in Ched Nasad (underdark) and the whole city collapses on you - can you survive and get out? [/QUOTE]
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