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<blockquote data-quote="RangerWickett" data-source="post: 2226987" data-attributes="member: 63"><p>I am just now starting a campaign that I intend to last two years. The plot goes like this:</p><p></p><p>1. Players make interesting characters with backstories, motivations, and a reason to want to adventure. </p><p></p><p>2. The PCs are forced together and face a common threat, and they learn someone's after a friend of theirs, but they don't know why.</p><p></p><p>3. The PCs go and find help to tell them why they're being pursued. They learn that their friend has the power to get into certain magic places that are otherwise sealed off. Some people want to stop him, others want to use him. A benevolent NPC promises to protect them if they'll work for him.</p><p></p><p>4. The group either quests, or goes on the run looking for other help. Eventually, though, they have to go to these magical places, because these places hold the clues to defeating the main bad guy whose minions are after them. The quests go all over the world, take a year or more, and flesh out the characters and setting. After about three adventures, we have our first season finale when two groups of villains team up against the party.</p><p></p><p>5. The PCs find a bunch of clues, then realize they have to go into a deadly dungeon. The dungeon is a big adventure, and at its climax, the party rescues some people they care about from the villains, and manage to save the day. Basically imagine a season finale.</p><p></p><p>Along the way, every few sessions I'll turn the focus away from the main plot to give a PC a chance to shine, or to have a stand-alone adventure. I'm basically modeling the pacing structure on the first two seasons of The X-Files.</p><p></p><p>Pacing and characters. Those are the two keys, I think.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2226987, member: 63"] I am just now starting a campaign that I intend to last two years. The plot goes like this: 1. Players make interesting characters with backstories, motivations, and a reason to want to adventure. 2. The PCs are forced together and face a common threat, and they learn someone's after a friend of theirs, but they don't know why. 3. The PCs go and find help to tell them why they're being pursued. They learn that their friend has the power to get into certain magic places that are otherwise sealed off. Some people want to stop him, others want to use him. A benevolent NPC promises to protect them if they'll work for him. 4. The group either quests, or goes on the run looking for other help. Eventually, though, they have to go to these magical places, because these places hold the clues to defeating the main bad guy whose minions are after them. The quests go all over the world, take a year or more, and flesh out the characters and setting. After about three adventures, we have our first season finale when two groups of villains team up against the party. 5. The PCs find a bunch of clues, then realize they have to go into a deadly dungeon. The dungeon is a big adventure, and at its climax, the party rescues some people they care about from the villains, and manage to save the day. Basically imagine a season finale. Along the way, every few sessions I'll turn the focus away from the main plot to give a PC a chance to shine, or to have a stand-alone adventure. I'm basically modeling the pacing structure on the first two seasons of The X-Files. Pacing and characters. Those are the two keys, I think. [/QUOTE]
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