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Advice for campaign of one session adventures?
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<blockquote data-quote="Sir Robilar" data-source="post: 5347222" data-attributes="member: 75757"><p>I´d also advise to give the campaign the backbone of a serial. Consider to have the characters be the members of a group, preferably one that travels around a lot by nature. For example, all of the characters could be the players of a music band, each session takes place in a different location where they perform. But before/during/after each gig, something strange happens in town and they have to intervene. Their intervention leads to adventure of course. </p><p></p><p>Other possible groups would be the members of an assassins guild (each evening a different assassination target), detectives of Greyhawk´s city watch (each session its own murder case), knights traveling a demonic wasteland (each session another well of foul demonic energies), agents of a Mage Guild fighting against viloations of the wizard´s laws et cetera. If that implies a focus too strong for your taste you could go for "members of the Adventurers guild" (the shtick that Pathfinder Society scenarios use). Or maybe the characters have one mysterious but trustable mentor that sends them on errands.</p><p></p><p>In this kind of campaign each session would take part in a different area of your campaign world, sometimes months or even years after the last session. Buying/selling equipment should be restricted to the time in between the play sessions. You could work with a recurring cast of NPCs (the knight´s squire, other detectives, their mentor) and antagonists. As TV series do, you could slowly develop the personal plot lines of the player characters, maybe by concentrating on one character each session.</p><p></p><p>As an alternative to the serial approach, you could play a campaign that focuses on exploration. A megadungeon would be a great fit for this, since the overarching plot is not so important in a dungeon environment ("us against them"). A ruined city might also work. Another possibility is a huge geographical area in which they explore a small part each session. For example: At the start of the campaign you give the players a map of a large ocean with dozens of small islands. The characters have their own sailing ship and explore the islands, one in each session.</p><p></p><p>As to your question, I don´t think the 32 page adventures are a good fit for this kind of campaign. My group recently finished one of them and it took us close to 5 sessions. We do roleplay a lot but I can´t imagine playing a 32 page adventure as a one-shot without sacrificing too much of the content.</p><p></p><p>Whatever you do, have fun! <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></blockquote><p></p>
[QUOTE="Sir Robilar, post: 5347222, member: 75757"] I´d also advise to give the campaign the backbone of a serial. Consider to have the characters be the members of a group, preferably one that travels around a lot by nature. For example, all of the characters could be the players of a music band, each session takes place in a different location where they perform. But before/during/after each gig, something strange happens in town and they have to intervene. Their intervention leads to adventure of course. Other possible groups would be the members of an assassins guild (each evening a different assassination target), detectives of Greyhawk´s city watch (each session its own murder case), knights traveling a demonic wasteland (each session another well of foul demonic energies), agents of a Mage Guild fighting against viloations of the wizard´s laws et cetera. If that implies a focus too strong for your taste you could go for "members of the Adventurers guild" (the shtick that Pathfinder Society scenarios use). Or maybe the characters have one mysterious but trustable mentor that sends them on errands. In this kind of campaign each session would take part in a different area of your campaign world, sometimes months or even years after the last session. Buying/selling equipment should be restricted to the time in between the play sessions. You could work with a recurring cast of NPCs (the knight´s squire, other detectives, their mentor) and antagonists. As TV series do, you could slowly develop the personal plot lines of the player characters, maybe by concentrating on one character each session. As an alternative to the serial approach, you could play a campaign that focuses on exploration. A megadungeon would be a great fit for this, since the overarching plot is not so important in a dungeon environment ("us against them"). A ruined city might also work. Another possibility is a huge geographical area in which they explore a small part each session. For example: At the start of the campaign you give the players a map of a large ocean with dozens of small islands. The characters have their own sailing ship and explore the islands, one in each session. As to your question, I don´t think the 32 page adventures are a good fit for this kind of campaign. My group recently finished one of them and it took us close to 5 sessions. We do roleplay a lot but I can´t imagine playing a 32 page adventure as a one-shot without sacrificing too much of the content. Whatever you do, have fun! :) [/QUOTE]
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