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Tips for running an episodic campaign?
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<blockquote data-quote="Napftor" data-source="post: 3066726" data-attributes="member: 617"><p>Campaigns I'm DMing are almost always episodic. It's quite fun but don't get too wrapped up in the endgame specifics at the beginning. My most recent campaign is only 6 modules old and there is a recurring enemy which I had never even considered at the start. In fact, it was the PCs' reaction to the first adventure's enemy which made them so. There's an important lesson for you: watch your players. This is good advice for any type of campaign, really, but when they practically drool at the chance to encounter someone/something already introduced, then you've probably struck gold.</p><p></p><p>It's great to have an overall goal in mind but, as I said, don't plan too much with it too soon. My campaign is run module-by-module. There may be a definitive goal near the campaign's finale but at the start it's just running with whatever I feel like. A lot of standalones are best at the campaign's start if just to let the players get a good hold on their characters without being troubled to remember important meta-plot info.</p><p></p><p>Interestly enough, my current campaign has started out bery similar to yours--PCs are part of a greater organization. A good move given the uncertain attendance of your players. As for your starting adventure, it sounds good. I'd definitely put something at the end instead of just the patrons saying, "Ha, we fooled you good. Just testing!" Perhaps the PCs could be given magical trinkets or official emblems of the patron group which allow them access to group strongholds or temples (?).</p><p></p><p>As your campaign does start rolling along, don't be afraid to throw some internal struggle into your patron group. Forcing the PCs to choose sides in such a struggle immerses them even more deeply into the organization and the setting as a whole.</p></blockquote><p></p>
[QUOTE="Napftor, post: 3066726, member: 617"] Campaigns I'm DMing are almost always episodic. It's quite fun but don't get too wrapped up in the endgame specifics at the beginning. My most recent campaign is only 6 modules old and there is a recurring enemy which I had never even considered at the start. In fact, it was the PCs' reaction to the first adventure's enemy which made them so. There's an important lesson for you: watch your players. This is good advice for any type of campaign, really, but when they practically drool at the chance to encounter someone/something already introduced, then you've probably struck gold. It's great to have an overall goal in mind but, as I said, don't plan too much with it too soon. My campaign is run module-by-module. There may be a definitive goal near the campaign's finale but at the start it's just running with whatever I feel like. A lot of standalones are best at the campaign's start if just to let the players get a good hold on their characters without being troubled to remember important meta-plot info. Interestly enough, my current campaign has started out bery similar to yours--PCs are part of a greater organization. A good move given the uncertain attendance of your players. As for your starting adventure, it sounds good. I'd definitely put something at the end instead of just the patrons saying, "Ha, we fooled you good. Just testing!" Perhaps the PCs could be given magical trinkets or official emblems of the patron group which allow them access to group strongholds or temples (?). As your campaign does start rolling along, don't be afraid to throw some internal struggle into your patron group. Forcing the PCs to choose sides in such a struggle immerses them even more deeply into the organization and the setting as a whole. [/QUOTE]
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