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Changing campaign style - casting for ideas & comments!
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<blockquote data-quote="random user" data-source="post: 1647232" data-attributes="member: 16581"><p>I've run something similar in my campaign and my players enjoy it. Here are a couple other neat things I've discovered:</p><p></p><p>- it allows you more freedom. In most campaigns, it's a fine line between providing a challenge to the party vs. a TPK or a roll-over. If your players are only sent back mentally (via a dream or Astrally or whatever), you can be a little more daring. </p><p></p><p>I would never set my players up against a challenge I think will TPK them. But this becomes possible in a dream situation. Any scenario should still be set up so the players will take care so they don't die (ie they don't get a magic item or the information they are looking for if they die etc), but every once in a while, it's fun to run a scenario where the hope of surviving is minimal, but oh what a story it would make if they did. And maybe it would still be a great story even if they didn't (many heroic stories tell of a hero who sacrificed himself to save the world).</p><p></p><p>- it allows you more flexibility. Have you wanted to run a one-shot in Eberron but didn't want to stop your current campaign? Well, go ahead and run the one-shot through this type of scenario. Just find a way to hook in some information from the one-shot into the regular campaign.</p><p></p><p>In my campaign, my characters will, at some point in the future, be playing gestalt characters. They will be playing their own characters superimposed upon a single-class similarly leveled character (no prestige classes allowed). (I have a mechanism in place to explain how this will happen.)</p><p></p><p>Now imagine the power level of six characters level 6 or 7, all gestalt. I would never ever ever want to run a campaign trying to balance encounters to something like this. But I'm combining it with #1 -- they are going to go up against some seriously powerful stuff (I'm talking like CR16+ stuff).</p><p></p><p>I think they'll get a blast trying out, for one night, being super powerful. The scenario will start with them rampaging over some shock troops, and then the hard monsters will show up. It'll be a shoot'em-up brawl which the players only have a small chance to survive. Regardless of if they survive, there will be a reward. If they do survive, though, it will serve as a plot hook into other areas which have further rewards.</p><p></p><p>- it can allow you to explore other types of play. Puzzles or intrigue are well-suited to this scenario. Whether it be something like Groundhog Day (where the players relive the day until they figure out how to fix it), or being stuck in a giant puzzle trap with only a riddle to help them escape, or being placed into a city with the objective of trying to obtain specific information, there is a lot of potential to have non-combat scenarios.</p><p></p><p>In my campaign, my players recently visited the ruins of a city which was destroyed 5000 years ago. For whatever reason, the undead killed there respawn after a few years. However, there is a fountain in the middle of the city which has magical properties, which makes it popular with the adventurers.</p><p></p><p>Soon after that, I ran a scenario where the players were transported back to a few months before the city was destroyed. They had to figure out who they were, and also why they were there. The entire scenario took place without a single fight, but my players still had fun.</p><p></p><p>- don't overlook that you can run scenarios in multiple parts, potentially. Depending on how you do them, it's possible to have a "do over" or at least multiple trips.</p><p></p><p>My players didn't get all the information they wanted to when they went to the city, but they'll potentially get another chance (I have a method by which scenarios are presented, and they have some control over it.) at it if they care enough.</p><p></p><p>Are these scenarios into the past reality? Or are they just a perception of reality? When you go back do you alter the course of history? Or is it sometimes one way and sometimes another way? These are questions which don't really need answering. As a DM, you can tailor each scenario such that it fits into your world and timeline.</p><p></p><p>Good luck, and I hope you have fun! I know my players really enjoy it.</p></blockquote><p></p>
[QUOTE="random user, post: 1647232, member: 16581"] I've run something similar in my campaign and my players enjoy it. Here are a couple other neat things I've discovered: - it allows you more freedom. In most campaigns, it's a fine line between providing a challenge to the party vs. a TPK or a roll-over. If your players are only sent back mentally (via a dream or Astrally or whatever), you can be a little more daring. I would never set my players up against a challenge I think will TPK them. But this becomes possible in a dream situation. Any scenario should still be set up so the players will take care so they don't die (ie they don't get a magic item or the information they are looking for if they die etc), but every once in a while, it's fun to run a scenario where the hope of surviving is minimal, but oh what a story it would make if they did. And maybe it would still be a great story even if they didn't (many heroic stories tell of a hero who sacrificed himself to save the world). - it allows you more flexibility. Have you wanted to run a one-shot in Eberron but didn't want to stop your current campaign? Well, go ahead and run the one-shot through this type of scenario. Just find a way to hook in some information from the one-shot into the regular campaign. In my campaign, my characters will, at some point in the future, be playing gestalt characters. They will be playing their own characters superimposed upon a single-class similarly leveled character (no prestige classes allowed). (I have a mechanism in place to explain how this will happen.) Now imagine the power level of six characters level 6 or 7, all gestalt. I would never ever ever want to run a campaign trying to balance encounters to something like this. But I'm combining it with #1 -- they are going to go up against some seriously powerful stuff (I'm talking like CR16+ stuff). I think they'll get a blast trying out, for one night, being super powerful. The scenario will start with them rampaging over some shock troops, and then the hard monsters will show up. It'll be a shoot'em-up brawl which the players only have a small chance to survive. Regardless of if they survive, there will be a reward. If they do survive, though, it will serve as a plot hook into other areas which have further rewards. - it can allow you to explore other types of play. Puzzles or intrigue are well-suited to this scenario. Whether it be something like Groundhog Day (where the players relive the day until they figure out how to fix it), or being stuck in a giant puzzle trap with only a riddle to help them escape, or being placed into a city with the objective of trying to obtain specific information, there is a lot of potential to have non-combat scenarios. In my campaign, my players recently visited the ruins of a city which was destroyed 5000 years ago. For whatever reason, the undead killed there respawn after a few years. However, there is a fountain in the middle of the city which has magical properties, which makes it popular with the adventurers. Soon after that, I ran a scenario where the players were transported back to a few months before the city was destroyed. They had to figure out who they were, and also why they were there. The entire scenario took place without a single fight, but my players still had fun. - don't overlook that you can run scenarios in multiple parts, potentially. Depending on how you do them, it's possible to have a "do over" or at least multiple trips. My players didn't get all the information they wanted to when they went to the city, but they'll potentially get another chance (I have a method by which scenarios are presented, and they have some control over it.) at it if they care enough. Are these scenarios into the past reality? Or are they just a perception of reality? When you go back do you alter the course of history? Or is it sometimes one way and sometimes another way? These are questions which don't really need answering. As a DM, you can tailor each scenario such that it fits into your world and timeline. Good luck, and I hope you have fun! I know my players really enjoy it. [/QUOTE]
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