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Playing the Game
Story Hour
Copperheads: Betrayal and Strange Runes and Burning Dead, oh my (short update 02/12)
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<blockquote data-quote="arwink" data-source="post: 1146772" data-attributes="member: 2292"><p>Or it happened so long ago that no-ones going to notice as long as I keep things remotely right <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The good news is that this essentially closes what I consider "Part One" of the campaign. The next update will deal with the clean-up of the fire-cultists lair, and then we start on part two of the campaign, which was triggered by this conversation:</p><p></p><p>Me: So, what do you want to do next session? (mutter mutter mysterious gate/gauntian spies and silver spheres/other assorted plot hooks mutter mutter)</p><p>Capellan: Will Yip be back?</p><p>Me: Yeah.</p><p>Capellan: Then we're going to Borr.</p><p>Geoffrey: Yeah</p><p>Durhon: Sounds cool.</p><p>-blink blink-</p><p>Me: Okay. Um. Sure, why not. (mutter mutter puny players mutter mutter)</p><p></p><p>Lesson: Never put rough notes in a campaign introduction and assume you'll have time to develop them. Players routinely pick the bits and peices you consider a throwaway line and obsess about them, then promply forget about the adventure hooks you've carefully planted.</p><p></p><p>So what does Borr have? Ice, snow, small towns barely clinging to life, and a horde of gnolls. How in hell do you make that fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ?</p></blockquote><p></p>
[QUOTE="arwink, post: 1146772, member: 2292"] Or it happened so long ago that no-ones going to notice as long as I keep things remotely right ;) The good news is that this essentially closes what I consider "Part One" of the campaign. The next update will deal with the clean-up of the fire-cultists lair, and then we start on part two of the campaign, which was triggered by this conversation: Me: So, what do you want to do next session? (mutter mutter mysterious gate/gauntian spies and silver spheres/other assorted plot hooks mutter mutter) Capellan: Will Yip be back? Me: Yeah. Capellan: Then we're going to Borr. Geoffrey: Yeah Durhon: Sounds cool. -blink blink- Me: Okay. Um. Sure, why not. (mutter mutter puny players mutter mutter) Lesson: Never put rough notes in a campaign introduction and assume you'll have time to develop them. Players routinely pick the bits and peices you consider a throwaway line and obsess about them, then promply forget about the adventure hooks you've carefully planted. So what does Borr have? Ice, snow, small towns barely clinging to life, and a horde of gnolls. How in hell do you make that fun :D ? [/QUOTE]
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Copperheads: Betrayal and Strange Runes and Burning Dead, oh my (short update 02/12)
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