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Creating a long-term campaign
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<blockquote data-quote="scourger" data-source="post: 1568838" data-attributes="member: 12328"><p><strong>draw on popular culture</strong></p><p></p><p>I would suggest that you draw on popular culture for your camapign arc. Use a story that everyone already basically knows for the story arc, then fill in the details with the players' actions in your campaign world.</p><p></p><p>Lord of the Rings is one example. Just decide what evil item has to be taken from which end of the Realms to the other and destroyed in what manner to defeat whatever big threat to the world. Almost anyone can be the "thing-bearer", and almost anyone can asist him or her in the quest to destroy the thing. If one thing-bearer becomes unavailable, someone else bears the thing. New characters can join or leave the quest at any plot point since the world is richly populated. Another great benefit is that most of your players will probably have seen the movies and will immediately identify the plot without a lot of explanation (or work) by you. </p><p></p><p>It would probably be better if the thing is just a liability and not an asset to the party (no rings of invisibility for the party to fight over). The thing could just be a minor piece in whatever is needed for world domination by the Big Bad Guy. That way, the party increasingly comes to the BBG's attention as he or she sends more and more dangerous and devious foes to capture the thing. Also, the players can just vote at the beginning of each session as to who is carrying the thing (since you will have PCs coming & going freely). An overland adventure probably works better than a dungeon crawl for freely coming & going characters. But, at some climactic point, the BBG has everything but the party's thing for world domination. The BBG probably then comes looking for it--just as the player characters are trying to destroy it.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="scourger, post: 1568838, member: 12328"] [b]draw on popular culture[/b] I would suggest that you draw on popular culture for your camapign arc. Use a story that everyone already basically knows for the story arc, then fill in the details with the players' actions in your campaign world. Lord of the Rings is one example. Just decide what evil item has to be taken from which end of the Realms to the other and destroyed in what manner to defeat whatever big threat to the world. Almost anyone can be the "thing-bearer", and almost anyone can asist him or her in the quest to destroy the thing. If one thing-bearer becomes unavailable, someone else bears the thing. New characters can join or leave the quest at any plot point since the world is richly populated. Another great benefit is that most of your players will probably have seen the movies and will immediately identify the plot without a lot of explanation (or work) by you. It would probably be better if the thing is just a liability and not an asset to the party (no rings of invisibility for the party to fight over). The thing could just be a minor piece in whatever is needed for world domination by the Big Bad Guy. That way, the party increasingly comes to the BBG's attention as he or she sends more and more dangerous and devious foes to capture the thing. Also, the players can just vote at the beginning of each session as to who is carrying the thing (since you will have PCs coming & going freely). An overland adventure probably works better than a dungeon crawl for freely coming & going characters. But, at some climactic point, the BBG has everything but the party's thing for world domination. The BBG probably then comes looking for it--just as the player characters are trying to destroy it. Good luck! [/QUOTE]
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