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General Tabletop Discussion
*Dungeons & Dragons
[5e] Intrigue Campaigns: Cons, Heists and Secrets
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<blockquote data-quote="GlassJaw" data-source="post: 7641353" data-attributes="member: 22103"><p>I'm a huge fan of mystery/intrigue campaigns, especially those in urban settings. That said, I find it is one of the most difficult styles of campaign to run.</p><p></p><p>Some general thoughts and ideas:</p><p></p><ul> <li data-xf-list-type="ul">Make sure everyone in the party has the same motivation, since a campaign like this usually isn't simply "kill monsters and take their stuff".</li> <li data-xf-list-type="ul">Have a LOT of leads, rumors, and plot hooks ready to go at all times. In a campaign like this, the majority of "play" is following up and leads (and then branching off of those leads).</li> <li data-xf-list-type="ul">Be ready to flesh out NPCs on the fly. There are guides for creating NPCs quickly using only a few sentences.</li> <li data-xf-list-type="ul">Information, clues, and connections are valuable rewards.</li> <li data-xf-list-type="ul">If you have a primary hook, try to allow for multiple avenues to advance the plot. Railroading is a killer.</li> <li data-xf-list-type="ul">I find that low/rare-magic settings work better for a campaign like this since it removes a lot of the spell shortcuts. That's personal preference of course.</li> </ul><p></p><p>My other recommendation is to find some good examples of creating complex and interconnected plot hooks. I <strong><u><em>HIGHLY </em></u></strong>recommend The Beast of Graenseskov on DMs Guild. I just started running it and it's an amazing example of how to write and run a mystery. It's also amazing to see how the players will respond when you throw a couple of weird NPCs and rumors at them!</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7641353, member: 22103"] I'm a huge fan of mystery/intrigue campaigns, especially those in urban settings. That said, I find it is one of the most difficult styles of campaign to run. Some general thoughts and ideas: [LIST] [*]Make sure everyone in the party has the same motivation, since a campaign like this usually isn't simply "kill monsters and take their stuff". [*]Have a LOT of leads, rumors, and plot hooks ready to go at all times. In a campaign like this, the majority of "play" is following up and leads (and then branching off of those leads). [*]Be ready to flesh out NPCs on the fly. There are guides for creating NPCs quickly using only a few sentences. [*]Information, clues, and connections are valuable rewards. [*]If you have a primary hook, try to allow for multiple avenues to advance the plot. Railroading is a killer. [*]I find that low/rare-magic settings work better for a campaign like this since it removes a lot of the spell shortcuts. That's personal preference of course. [/LIST] My other recommendation is to find some good examples of creating complex and interconnected plot hooks. I [B][U][I]HIGHLY [/I][/U][/B]recommend The Beast of Graenseskov on DMs Guild. I just started running it and it's an amazing example of how to write and run a mystery. It's also amazing to see how the players will respond when you throw a couple of weird NPCs and rumors at them! [/QUOTE]
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[5e] Intrigue Campaigns: Cons, Heists and Secrets
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