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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="MortalForce" data-source="post: 9612130" data-attributes="member: 7051635"><p>Oh. OH. I can see where you're coming from, particularly with regard to the storyline not being necessarily dependent on the players. I've wrapped most of my player's backstories into involvement with the jungle, the shipping company, the rival nation, and the lich's treasure, but if the players decide that it's easier to get treasure from piracy, there's really nothing stopping them. As a bonus, they can also hit the shipping company that way as well. And that's something I haven't planned out or even considered until right now. </p><p>But tell me if these plot hooks aren't compelling:</p><p>-The gnome wizard is the fall guy for the shipping company's failure</p><p>-The high elf rogue has ancestral ruins literally calling her home</p><p>-The goliath paladin wants to avenge her lost ship and crew</p><p>-The tortle monk has brothers in important locations that he wants to reunite with</p><p>-The aasimar warlock needs treasure to find to keep his family afloat</p><p>All of these things should lead the players to engage with the setting, right? I'm not being facetious when I'm asking this, I'm genuinely curious. Because of course <em>I</em> wrote it, so <em>I</em> think it's genius. Well, not genius, but well rounded as a player driven campaign. I don't want to railroad the players, but I do want them to tell a story specific to their PC's. If that means that they throw out their backstory, then I'm not really sure what they wrote them for.</p></blockquote><p></p>
[QUOTE="MortalForce, post: 9612130, member: 7051635"] Oh. OH. I can see where you're coming from, particularly with regard to the storyline not being necessarily dependent on the players. I've wrapped most of my player's backstories into involvement with the jungle, the shipping company, the rival nation, and the lich's treasure, but if the players decide that it's easier to get treasure from piracy, there's really nothing stopping them. As a bonus, they can also hit the shipping company that way as well. And that's something I haven't planned out or even considered until right now. But tell me if these plot hooks aren't compelling: -The gnome wizard is the fall guy for the shipping company's failure -The high elf rogue has ancestral ruins literally calling her home -The goliath paladin wants to avenge her lost ship and crew -The tortle monk has brothers in important locations that he wants to reunite with -The aasimar warlock needs treasure to find to keep his family afloat All of these things should lead the players to engage with the setting, right? I'm not being facetious when I'm asking this, I'm genuinely curious. Because of course [I]I[/I] wrote it, so [I]I[/I] think it's genius. Well, not genius, but well rounded as a player driven campaign. I don't want to railroad the players, but I do want them to tell a story specific to their PC's. If that means that they throw out their backstory, then I'm not really sure what they wrote them for. [/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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