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Anyone ever run multiple adventure paths/modules etc, concurrently?
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<blockquote data-quote="Jeremy Samson" data-source="post: 7203087" data-attributes="member: 6903555"><p>This is an old thread, so I hope someone gets a notification for this post:</p><p></p><p>I am currently running 2 campaigns, set in the same home brew world, at the same time (in game and RL). The first has been running for almost a year, the second I started about 2 months ago. The parties are made up of different people, with some overlap. Any overlapping players have separate character sheets for each campaign and are asked to not metagame too hard on what they already know about the other parts of the world. Don't get caught up when the metagaming does happen, because metagaming happens. I usually just remind them to play the character in front of them, not the one at home.</p><p>Pros: It has forced me to do more world-building, to tighten up motives and factions, and to flesh out parts of the world that would probably never be explored if there was only 1 campaign. This means that in the future I will have more encounters already created, different campaign paths available, and a solid, consistent flow to the storytelling beyond anything I have done before. </p><p>Cons: I have to track a lot of stuff, mostly time passing and all of the relationships that are happening. Making sure that I have multiple region specific histories, artifacts, magic items, and demographics that are still related to each other is also a bit challenging. My pantheon structure is strongly influenced by the book American Gods, so tracking influence from each party and applying it to both is important.</p><p></p><p>My Advice for someone else that wants to try this:</p><p>-Plan on lots of planning. Retroactively adjusting things can work (I have had to do it a few times for minor details) but having a flowchart for all concurrent campaigns is a must, especially if they take place in the same region. </p><p>-Create an "Influence" Tracker and use it religiously. Know when a party disrupts a slave trade, or makes a duke happy by saving his daughter. At early levels it won't matter too much if the campaigns are in different regions since the PCs are only affecting small villages and communities. At higher levels though, when their decisions might shape kingdoms or factions, you will want to know where they stand should their paths ever cross, either physically or by reputation.</p><p>-If you are using a home brew world (I wouldn't recommend it to start out with) make sure it is rock solid. </p><p>-Know up front if you are okay with the 2 parties meeting and what that might look like. It could be a group of NPC adventurers that cross paths, or maybe a huge session with both groups where they team up or fight each other. Make sure the players know what you decide on and the potential for good and bad things to happen.</p><p></p><p>My groups know that that each party can and probably will influence the world enough to affect the other, and that if they both make the right decisions, will end up meeting at some point. Judging how my second group plays, it probably will not be a peaceful encounter, but I already have a big medieval feast dinner party planned for that session. Because it will definitely be epic enough to warrant an event like a medieval feast.</p><p></p><p>Happy Gaming</p></blockquote><p></p>
[QUOTE="Jeremy Samson, post: 7203087, member: 6903555"] This is an old thread, so I hope someone gets a notification for this post: I am currently running 2 campaigns, set in the same home brew world, at the same time (in game and RL). The first has been running for almost a year, the second I started about 2 months ago. The parties are made up of different people, with some overlap. Any overlapping players have separate character sheets for each campaign and are asked to not metagame too hard on what they already know about the other parts of the world. Don't get caught up when the metagaming does happen, because metagaming happens. I usually just remind them to play the character in front of them, not the one at home. Pros: It has forced me to do more world-building, to tighten up motives and factions, and to flesh out parts of the world that would probably never be explored if there was only 1 campaign. This means that in the future I will have more encounters already created, different campaign paths available, and a solid, consistent flow to the storytelling beyond anything I have done before. Cons: I have to track a lot of stuff, mostly time passing and all of the relationships that are happening. Making sure that I have multiple region specific histories, artifacts, magic items, and demographics that are still related to each other is also a bit challenging. My pantheon structure is strongly influenced by the book American Gods, so tracking influence from each party and applying it to both is important. My Advice for someone else that wants to try this: -Plan on lots of planning. Retroactively adjusting things can work (I have had to do it a few times for minor details) but having a flowchart for all concurrent campaigns is a must, especially if they take place in the same region. -Create an "Influence" Tracker and use it religiously. Know when a party disrupts a slave trade, or makes a duke happy by saving his daughter. At early levels it won't matter too much if the campaigns are in different regions since the PCs are only affecting small villages and communities. At higher levels though, when their decisions might shape kingdoms or factions, you will want to know where they stand should their paths ever cross, either physically or by reputation. -If you are using a home brew world (I wouldn't recommend it to start out with) make sure it is rock solid. -Know up front if you are okay with the 2 parties meeting and what that might look like. It could be a group of NPC adventurers that cross paths, or maybe a huge session with both groups where they team up or fight each other. Make sure the players know what you decide on and the potential for good and bad things to happen. My groups know that that each party can and probably will influence the world enough to affect the other, and that if they both make the right decisions, will end up meeting at some point. Judging how my second group plays, it probably will not be a peaceful encounter, but I already have a big medieval feast dinner party planned for that session. Because it will definitely be epic enough to warrant an event like a medieval feast. Happy Gaming [/QUOTE]
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