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Changing campaign style - casting for ideas & comments!
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<blockquote data-quote="random user" data-source="post: 1653431" data-attributes="member: 16581"><p>Email sent...</p><p></p><p></p><p></p><p>Well, part of it depends on how complicated your campaign is already. Adding too many different timelines, which may or may not be reality is a lot to keep track of for DM. For a player, who doesn't have the DM's full picture so at least you can fit all the pieces together, it can be absolutely impossible.</p><p></p><p>Secondly, it's much harder to come up with suitable rewards for these scenarios. Having a party bury a treasure chest only to find it hundreds of years later is fine to do that first time. But the chances that multiple attempts at this will all go successfully (ie no one finds it in the intermin) starts to stretch plausibility. And while information is a "reward" it's not as "tangible" (I use that term loosely) as a magic item.</p><p></p><p>Lastly, there is a possibility that your players will get sidetracked into these scenarios for so long that they either forget about the regular campaign, or even grow to like the side treks more. While there is nothing inherently wrong with that, it may take your campaign in a direction you're not ready to DM (each scenario, IMO, takes a lot longer than a normal session).</p></blockquote><p></p>
[QUOTE="random user, post: 1653431, member: 16581"] Email sent... Well, part of it depends on how complicated your campaign is already. Adding too many different timelines, which may or may not be reality is a lot to keep track of for DM. For a player, who doesn't have the DM's full picture so at least you can fit all the pieces together, it can be absolutely impossible. Secondly, it's much harder to come up with suitable rewards for these scenarios. Having a party bury a treasure chest only to find it hundreds of years later is fine to do that first time. But the chances that multiple attempts at this will all go successfully (ie no one finds it in the intermin) starts to stretch plausibility. And while information is a "reward" it's not as "tangible" (I use that term loosely) as a magic item. Lastly, there is a possibility that your players will get sidetracked into these scenarios for so long that they either forget about the regular campaign, or even grow to like the side treks more. While there is nothing inherently wrong with that, it may take your campaign in a direction you're not ready to DM (each scenario, IMO, takes a lot longer than a normal session). [/QUOTE]
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