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A Campaign Without a Metaplot?
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<blockquote data-quote="Doc Eldritch" data-source="post: 4318247" data-attributes="member: 68817"><p>While the Adventure Paths are GREAT, and I hope something good like them comes from a 3PP (I know WotC can not write good adventures), my own personal homebrew campaigns tend to be much more sandbox in style. </p><p></p><p>I tend to come up with some general plot ideas, things that take place regardless of PC actions, and then let the PCs go wild, tying their backgrounds into the game. For instance, I might have a "plot" idea of a Vampire Lord seeking a way to put out the sun. I'll work up some info on his plans and a general timeline (including him succeeding and how to fix it), and then let the PCs do whatever. Some of his plans will likely intersect with theirs and give them a chance to stop him, but they can do whatever they want, including go sell fish in the marketplace if they really want (though at that point I am more likely to pull out Settlers of Catan <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). However, if his plans are not stopped, at some point they wake up and realize there is no sun. And then things get interesting. Or not. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Half of the best games come from ideas your players will give you with their backgrounds, and long campaigns can come from seemingly small things the players focus on. My advice, go with what they seem to enjoy and don't be too proud to utterly scrap your grand plan because they want to deal with the soap opera intrigue of your capital city's noble houses. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One day, now that I am thinking about it, I will actually run "Tales of the Freeport Watch", in which our heroes are taken captive by pirates, sold at slave auction in Freeport (or another such city), and bought by someone with the clout to make them guardsmen....in the worst slum the city has (think Hawk and Fisher if anyone has read those books), all before the opening credits roll. And let things go from there.</p></blockquote><p></p>
[QUOTE="Doc Eldritch, post: 4318247, member: 68817"] While the Adventure Paths are GREAT, and I hope something good like them comes from a 3PP (I know WotC can not write good adventures), my own personal homebrew campaigns tend to be much more sandbox in style. I tend to come up with some general plot ideas, things that take place regardless of PC actions, and then let the PCs go wild, tying their backgrounds into the game. For instance, I might have a "plot" idea of a Vampire Lord seeking a way to put out the sun. I'll work up some info on his plans and a general timeline (including him succeeding and how to fix it), and then let the PCs do whatever. Some of his plans will likely intersect with theirs and give them a chance to stop him, but they can do whatever they want, including go sell fish in the marketplace if they really want (though at that point I am more likely to pull out Settlers of Catan :) ). However, if his plans are not stopped, at some point they wake up and realize there is no sun. And then things get interesting. Or not. :) Half of the best games come from ideas your players will give you with their backgrounds, and long campaigns can come from seemingly small things the players focus on. My advice, go with what they seem to enjoy and don't be too proud to utterly scrap your grand plan because they want to deal with the soap opera intrigue of your capital city's noble houses. :) One day, now that I am thinking about it, I will actually run "Tales of the Freeport Watch", in which our heroes are taken captive by pirates, sold at slave auction in Freeport (or another such city), and bought by someone with the clout to make them guardsmen....in the worst slum the city has (think Hawk and Fisher if anyone has read those books), all before the opening credits roll. And let things go from there. [/QUOTE]
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