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Constucting a Campaign?
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<blockquote data-quote="RC Hagy" data-source="post: 1166807" data-attributes="member: 6164"><p>I took a cue from the MUDs I used to play (the CR concept in 3e helped here a great deal). I have the area where the PCs will start out 'stat'd' out. </p><p>CR 1 here, CR 5 there and nothing more than five or six levels higher than the PCs for each portion of the campaign (I believe in strategic withdrawls).</p><p></p><p>Now, why is everything there... giant ants, giant wasps were one for me. They kept each other in check. Environment changed so the ants territory changed, conflict with PCs. Now, how the ants are dealt with (kept at bay on a weekly basis, or tunnel delving and kill the queen) will determine how soon the wasps are met. How the wasps are dealt with when met would determine some thing else... Three deep is my motto. Just enough to start, but not so much that one gets overwhelmed in details that are 10 -15 PC levels away.</p><p></p><p>Now, I do not feel I am explaining it to well (nothing new), but, a little work on how the creature 'environment' works helped with all kinds of scenarios for me. </p><p>Some end up being staged and others are 'you wake up on the morning of 'blah' and decide to do what?' and let the players free form the plot (explore those ruins in the ant tunnels, see if the wasp nests have anything interesting in them, whatever).</p><p></p><p>Oh, if you have an end game in mind <em>try</em> and fit portions of it into the early stages, have it have an effect on the environment, 'the stars are right' kind of thing.</p><p></p><p></p><p>Hagy</p><p>Vermont</p></blockquote><p></p>
[QUOTE="RC Hagy, post: 1166807, member: 6164"] I took a cue from the MUDs I used to play (the CR concept in 3e helped here a great deal). I have the area where the PCs will start out 'stat'd' out. CR 1 here, CR 5 there and nothing more than five or six levels higher than the PCs for each portion of the campaign (I believe in strategic withdrawls). Now, why is everything there... giant ants, giant wasps were one for me. They kept each other in check. Environment changed so the ants territory changed, conflict with PCs. Now, how the ants are dealt with (kept at bay on a weekly basis, or tunnel delving and kill the queen) will determine how soon the wasps are met. How the wasps are dealt with when met would determine some thing else... Three deep is my motto. Just enough to start, but not so much that one gets overwhelmed in details that are 10 -15 PC levels away. Now, I do not feel I am explaining it to well (nothing new), but, a little work on how the creature 'environment' works helped with all kinds of scenarios for me. Some end up being staged and others are 'you wake up on the morning of 'blah' and decide to do what?' and let the players free form the plot (explore those ruins in the ant tunnels, see if the wasp nests have anything interesting in them, whatever). Oh, if you have an end game in mind [I]try[/I] and fit portions of it into the early stages, have it have an effect on the environment, 'the stars are right' kind of thing. Hagy Vermont [/QUOTE]
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