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A Stranger Comes To Town: Designing RPG Adventures For Static Locations
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<blockquote data-quote="MarkB" data-source="post: 7740095" data-attributes="member: 40176"><p>That's a good concept. Of course, visiting acquaintances can often work very well too - if the PCs are in a known, static location, it's only a matter of time before friends, relations, business partners or enemies come calling.</p><p></p><p>The trick is making sure that the PCs don't 'trash the set' too much in a given campaign arc. For players who are used to their characters having no fixed abode, it can be difficult to adjust to the idea that they need to avoid completely alienating the locals, or ruining their livelihoods. It helps to give them a variety of long-term goals that can only be fulfilled within that location, whether it's establishing a stronghold, or rising through the ranks of an organisation, or ensuring the wellbeing of friends or family.</p></blockquote><p></p>
[QUOTE="MarkB, post: 7740095, member: 40176"] That's a good concept. Of course, visiting acquaintances can often work very well too - if the PCs are in a known, static location, it's only a matter of time before friends, relations, business partners or enemies come calling. The trick is making sure that the PCs don't 'trash the set' too much in a given campaign arc. For players who are used to their characters having no fixed abode, it can be difficult to adjust to the idea that they need to avoid completely alienating the locals, or ruining their livelihoods. It helps to give them a variety of long-term goals that can only be fulfilled within that location, whether it's establishing a stronghold, or rising through the ranks of an organisation, or ensuring the wellbeing of friends or family. [/QUOTE]
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A Stranger Comes To Town: Designing RPG Adventures For Static Locations
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