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General Tabletop Discussion
*TTRPGs General
Campaign Creation Secrets [making linked adventures from 1st-20th level]
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<blockquote data-quote="Mark" data-source="post: 1012474" data-attributes="member: 5"><p><strong>Re: Campaign Design Secrets</strong></p><p></p><p></p><p></p><p>18 months, IIRC.</p><p></p><p>14 encounters per level of roughly the appropriate EL for the group.</p><p></p><p>Find out if the players are self-starters or need leading from adventure to adventure.</p><p></p><p>If they are self-starters, find out the types of things they wish to do and create mainly tailored encounters. Build up a stock of NPCs, small encounters, and side-treks, and be prepared to drop them in when the players take left turns.</p><p></p><p>If the players are more apt to follow your lead for adventures, you can create more status quo encounters...places where the PCs need to go to find adventure and will do so after you drop hints about them. You can still build up a stock of NPCs, small encounters, and side-treks, but will be less likely to need them.</p><p></p><p>Most groups fall somewhere in between and can go back in forth favoring one or the other. You might have to gear towards status quo, but be more ready for tailored encounters.</p><p></p><p>After a few games and finding out how the players are interacting with one another, start forming a plan for a "larger purpose" that can be interwoven with the fabric of your other adventures. Dangle it occasionally for the players to see and if your campaign is going to develop into a story primarily about that one "larger purpose" try to break it down into level-appropriate scenarios; low-level adventures with minions of a BBEG, mid-level adventures with serious allies of the BBEG, more mid-level adventures with obstacles that the BBEG has set up to keep the PCs out of the way, high-level direct confrontation adventures with the BBEG's inner-circle and a final adventure with direct conflict with the BBEG.</p><p></p><p>More or less, salt to taste...</p></blockquote><p></p>
[QUOTE="Mark, post: 1012474, member: 5"] [b]Re: Campaign Design Secrets[/b] 18 months, IIRC. 14 encounters per level of roughly the appropriate EL for the group. Find out if the players are self-starters or need leading from adventure to adventure. If they are self-starters, find out the types of things they wish to do and create mainly tailored encounters. Build up a stock of NPCs, small encounters, and side-treks, and be prepared to drop them in when the players take left turns. If the players are more apt to follow your lead for adventures, you can create more status quo encounters...places where the PCs need to go to find adventure and will do so after you drop hints about them. You can still build up a stock of NPCs, small encounters, and side-treks, but will be less likely to need them. Most groups fall somewhere in between and can go back in forth favoring one or the other. You might have to gear towards status quo, but be more ready for tailored encounters. After a few games and finding out how the players are interacting with one another, start forming a plan for a "larger purpose" that can be interwoven with the fabric of your other adventures. Dangle it occasionally for the players to see and if your campaign is going to develop into a story primarily about that one "larger purpose" try to break it down into level-appropriate scenarios; low-level adventures with minions of a BBEG, mid-level adventures with serious allies of the BBEG, more mid-level adventures with obstacles that the BBEG has set up to keep the PCs out of the way, high-level direct confrontation adventures with the BBEG's inner-circle and a final adventure with direct conflict with the BBEG. More or less, salt to taste... [/QUOTE]
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