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Can someone cast Guidance on me? Looking for advice on tying my campaigns low level encounters to the late game scenarios.
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<blockquote data-quote="Theory of Games" data-source="post: 9612080" data-attributes="member: 7042201"><p>Looks like a nice little <s>railroad </s>story for the players to follow. If that' what your players like doing.</p><p></p><p>Do you have a map of your world? If so, why not just drop the party in a kingdom, give them rumors of what's going on in the region and let the players decide what they want to do? As they explore the kingdom, have them 'bump into' important NPC (faction heads) who are looking to hire able-bodies adventurers for blahblahblah. </p><p></p><p>Let the players explore their agency. It's liberating for everyone involved IME. And sure, have the BBEG doing BBEG stuff in the background and those activities start having an impact on the kingdom, the important NPCs and eventually, the PC party. </p><p></p><p>Also, having random tables for kingdom & wilderness encounters will make things so much easier for you. Myself, I just 'plan' the opening scene of a campaign, then after I pepper the group with rumors, I let the players go and do what they want. It's their show, right? I'm just a GM, not a film director with a script for people to follow. You've got events pre-planned and that can be IME a big mistake because what happens when the party doesn't follow your story the way you intended? Usually what happens is the GM either tries to force the party back onto the rails OR the GM gets confused and frustrated and the campaign falls apart.</p><p></p><p>There's a reason why most modern campaigns don't last very long.</p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9612080, member: 7042201"] Looks like a nice little [S]railroad [/S]story for the players to follow. If that' what your players like doing. Do you have a map of your world? If so, why not just drop the party in a kingdom, give them rumors of what's going on in the region and let the players decide what they want to do? As they explore the kingdom, have them 'bump into' important NPC (faction heads) who are looking to hire able-bodies adventurers for blahblahblah. Let the players explore their agency. It's liberating for everyone involved IME. And sure, have the BBEG doing BBEG stuff in the background and those activities start having an impact on the kingdom, the important NPCs and eventually, the PC party. Also, having random tables for kingdom & wilderness encounters will make things so much easier for you. Myself, I just 'plan' the opening scene of a campaign, then after I pepper the group with rumors, I let the players go and do what they want. It's their show, right? I'm just a GM, not a film director with a script for people to follow. You've got events pre-planned and that can be IME a big mistake because what happens when the party doesn't follow your story the way you intended? Usually what happens is the GM either tries to force the party back onto the rails OR the GM gets confused and frustrated and the campaign falls apart. There's a reason why most modern campaigns don't last very long. [/QUOTE]
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Can someone cast Guidance on me? Looking for advice on tying my campaigns low level encounters to the late game scenarios.
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