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*Dungeons & Dragons
Brainstorming Ideas For A 30 Year Campaign - Possibly set in the Known World
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 6346199" data-attributes="member: 11760"><p>Just based on the title, I was going to recommend the first idea, even before I saw you had it yourself. There's a lot of material to support it, in both the GAZ and B series, and it's in many ways the archetypal Known World game.</p><p></p><p>As for the gaps, you could see if you could take a peek at someone's copy of Pendragon, which discusses time off between adventures (it's part of the annual cycle of the game) or just fill in the ideas on your own with the group getting land, getting married, starting families, and so on.</p><p></p><p>I'd loosely map out what modules you'd like to run and spread them out over 30 years, with the highest level ones the furthest in the future. Assume each adventure takes about a month or so, and you'll soon have an idea of how much time passes between adventures. If the duke gives them land or other responsibilities early on ("I'd like you to be the warden of this forest, your companion to build a church in this town and your fellows to run said town and keep the peace") it's perfectly plausible that they'd be busy between adventures, with mundane tasks and the responsibilities of adulthood.</p><p></p><p>And the nice thing about a 30-year campaign is that the party will be raising or training their successors if something happens to a character: Sir Mortus gets wiped out at level 15? Well, his squire, who has been a fixture for several adventures now, takes his place!</p><p></p><p>EDIT: Don't worry about making every year or month or week interesting for the characters. There's lots of great fiction where we lose track of characters for a bit and come back to them, still engaged in the now-graying heroes. I think very few people will be disinterested in catching up with Luke Skywalker in Episode VII, for instance. If anything, the passage of time raises the stakes: These aren't a pack of murderhobos now: They're parents, they're the founders of arcane schools, they're the ones who are holding together peace between humanoid tribes in the area. If they fall in battle, there are <em>consequences</em>.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 6346199, member: 11760"] Just based on the title, I was going to recommend the first idea, even before I saw you had it yourself. There's a lot of material to support it, in both the GAZ and B series, and it's in many ways the archetypal Known World game. As for the gaps, you could see if you could take a peek at someone's copy of Pendragon, which discusses time off between adventures (it's part of the annual cycle of the game) or just fill in the ideas on your own with the group getting land, getting married, starting families, and so on. I'd loosely map out what modules you'd like to run and spread them out over 30 years, with the highest level ones the furthest in the future. Assume each adventure takes about a month or so, and you'll soon have an idea of how much time passes between adventures. If the duke gives them land or other responsibilities early on ("I'd like you to be the warden of this forest, your companion to build a church in this town and your fellows to run said town and keep the peace") it's perfectly plausible that they'd be busy between adventures, with mundane tasks and the responsibilities of adulthood. And the nice thing about a 30-year campaign is that the party will be raising or training their successors if something happens to a character: Sir Mortus gets wiped out at level 15? Well, his squire, who has been a fixture for several adventures now, takes his place! EDIT: Don't worry about making every year or month or week interesting for the characters. There's lots of great fiction where we lose track of characters for a bit and come back to them, still engaged in the now-graying heroes. I think very few people will be disinterested in catching up with Luke Skywalker in Episode VII, for instance. If anything, the passage of time raises the stakes: These aren't a pack of murderhobos now: They're parents, they're the founders of arcane schools, they're the ones who are holding together peace between humanoid tribes in the area. If they fall in battle, there are [I]consequences[/I]. [/QUOTE]
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Brainstorming Ideas For A 30 Year Campaign - Possibly set in the Known World
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