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Changing campaign style - casting for ideas & comments!
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<blockquote data-quote="StalkingBlue" data-source="post: 1653526" data-attributes="member: 645"><p>Thanks for more comments, random user! This is absolutely wonderful for me, seeing how you run a similar idea in your game and bouncing ideas back and forth is very inspiring, it gives me tons of ideas and also helps me to define my own concept more clearly. </p><p></p><p></p><p></p><p>Got it cheers! Nice stuff. I'll be replying by mail to avoid any danger of information leaks... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p></p><p>Ah I see now what you mean. Yup, I sure expect this to add complexity to the campaign. I'm planning to use a more flexible approach though, not really the same as different timelines - maybe think of locations/times for scenarios as bubbles of quasi-reality that form and dissolve in the Veil rather than fully formed alternate realities. I'm not expecting players to keep track of all the details, in fact when they return to a 'same' time-place later in the game it might have changed in subtle or dramatic ways, so perfect consistency won't be as much of an issue as it would be in a campaign with a number of ongoing alternate realities. </p><p></p><p>One anchor point of consistency will be recurring NPCs, who might occasionally turn up in (for them) unexpected places in unexpected roles. I'm also thinking that with the respective player's consent, I might let 'alternate reincarnations', 'Veil echoes' or whatever you wish to call them, of former PCs have cameo appearances as NPCs once in a while. With the high death rate we've had in the past I've got a plethora from dead PCs to choose from ... and this way something fruitful and enjoyable might actually still come out of my big bloody harvest! </p><p></p><p></p><p></p><p>Ok, I see. The problem of items availability won't be as much of an issue for my game as for a standard DnD game I think - in Midnight, attractive items and treasures are few and far between. Also I'll allow limited transition of items - and people! - from one place-time to another, in fact we're going to have a new PC who's coming in from a 'Veil bubble' in the next scenario I'm planning to run. This kind of transition will be under DM control primarily, especially at first. </p><p></p><p></p><p></p><p>Sidetrack: </p><p>Point taken. My Veil scenarios might be all the more attractive to some PCs/players because at they will often portray a much healthier, wealthier world than the one the PCs have been operating in up to 5th/6th level. OTOH there is a strong motivation in some PCs/players to continue with what they've been doing up to now (the Midnight setting sure screams to be saved from evil!), so I think the main problem for me to take care of might be to find a sound balance between Veil and non-Veil scenarios that's enjoyable for all of us. </p><p></p><p>Not sure why your 'dream' scenarios tend to take longer than normal ones, my admittedly limited experience with the one Veil scenario I've run was the opposite: it's been the only scenario so far I've managed to get through in a single game night.</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 1653526, member: 645"] Thanks for more comments, random user! This is absolutely wonderful for me, seeing how you run a similar idea in your game and bouncing ideas back and forth is very inspiring, it gives me tons of ideas and also helps me to define my own concept more clearly. Got it cheers! Nice stuff. I'll be replying by mail to avoid any danger of information leaks... :cool: Ah I see now what you mean. Yup, I sure expect this to add complexity to the campaign. I'm planning to use a more flexible approach though, not really the same as different timelines - maybe think of locations/times for scenarios as bubbles of quasi-reality that form and dissolve in the Veil rather than fully formed alternate realities. I'm not expecting players to keep track of all the details, in fact when they return to a 'same' time-place later in the game it might have changed in subtle or dramatic ways, so perfect consistency won't be as much of an issue as it would be in a campaign with a number of ongoing alternate realities. One anchor point of consistency will be recurring NPCs, who might occasionally turn up in (for them) unexpected places in unexpected roles. I'm also thinking that with the respective player's consent, I might let 'alternate reincarnations', 'Veil echoes' or whatever you wish to call them, of former PCs have cameo appearances as NPCs once in a while. With the high death rate we've had in the past I've got a plethora from dead PCs to choose from ... and this way something fruitful and enjoyable might actually still come out of my big bloody harvest! Ok, I see. The problem of items availability won't be as much of an issue for my game as for a standard DnD game I think - in Midnight, attractive items and treasures are few and far between. Also I'll allow limited transition of items - and people! - from one place-time to another, in fact we're going to have a new PC who's coming in from a 'Veil bubble' in the next scenario I'm planning to run. This kind of transition will be under DM control primarily, especially at first. Sidetrack: Point taken. My Veil scenarios might be all the more attractive to some PCs/players because at they will often portray a much healthier, wealthier world than the one the PCs have been operating in up to 5th/6th level. OTOH there is a strong motivation in some PCs/players to continue with what they've been doing up to now (the Midnight setting sure screams to be saved from evil!), so I think the main problem for me to take care of might be to find a sound balance between Veil and non-Veil scenarios that's enjoyable for all of us. Not sure why your 'dream' scenarios tend to take longer than normal ones, my admittedly limited experience with the one Veil scenario I've run was the opposite: it's been the only scenario so far I've managed to get through in a single game night. [/QUOTE]
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