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Advice for revolutionary campaign
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<blockquote data-quote="goldfish5432" data-source="post: 9659422" data-attributes="member: 7052526"><p>Hmm, I hear you. To clarify one part: I gave the players the background, told them we're starting in a mine, and asked them to tell me why they're there. So that's where the campaign start came from, and how they'll end up in the same place at the same time.</p><p></p><p>But the bit about getting trapped in the Underdark together... yeah, that's definitely a railroad. I mainly came up with that in order to get the party together initially, since otherwise they'd be pretty unlikely to work together. Then we'll figure out what happens, and whether or not they stick together, after they escape. But I agree that this part feels weak -- without a bit of a railroad here, I'm not sure how to make sure I don't end up with separate groups who don't meet back up again.</p><p></p><p>And I agree about putting others in charge! What I'm imagining is they'd be a sort of strike team. Like maybe the Harpers/Emerald Enclave/Order of the Gauntlet already have plans in motion, but they need certain missions undertaken in order to move those plans forward. That's where the "ideas for the future" bit comes in -- I'm imagining these as tasks the revolutionary leaders need accomplished, that the PCs could take or leave depending on their interest/motivations.</p></blockquote><p></p>
[QUOTE="goldfish5432, post: 9659422, member: 7052526"] Hmm, I hear you. To clarify one part: I gave the players the background, told them we're starting in a mine, and asked them to tell me why they're there. So that's where the campaign start came from, and how they'll end up in the same place at the same time. But the bit about getting trapped in the Underdark together... yeah, that's definitely a railroad. I mainly came up with that in order to get the party together initially, since otherwise they'd be pretty unlikely to work together. Then we'll figure out what happens, and whether or not they stick together, after they escape. But I agree that this part feels weak -- without a bit of a railroad here, I'm not sure how to make sure I don't end up with separate groups who don't meet back up again. And I agree about putting others in charge! What I'm imagining is they'd be a sort of strike team. Like maybe the Harpers/Emerald Enclave/Order of the Gauntlet already have plans in motion, but they need certain missions undertaken in order to move those plans forward. That's where the "ideas for the future" bit comes in -- I'm imagining these as tasks the revolutionary leaders need accomplished, that the PCs could take or leave depending on their interest/motivations. [/QUOTE]
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