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Defend the town, for the entire campaign
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<blockquote data-quote="maddman75" data-source="post: 4635995" data-attributes="member: 2673"><p>You are describing a default game of Buffy the Vampire Slayer. Sure its modern instead of fantasy, but the concept is the same. I've ran a few of those, so here's what made it work IMO.</p><p></p><p>- Set pieces instead of dungeons. The action here isn't going to be some exotic place the PCs are exploring, but their old familiar stomping grounds. You need several interesting places, such as the friendly Inn, the temple, the keep, and so on.</p><p>- Interesting NPCs. Moreso than in exploratory games, the NPCs need to breathe. They need to be someone the PCs care about. Introduce drama with them. Make them fall in love/despise/worship/betray the PCs on a regular basis.</p><p>- Cinematic Framing. In an exploratory game, who is going where in what order often matters a great deal. In a game where everyone is in the same town, they can get to where they need to go with little problem. Cut scenes from one to the next, introducing conflicts and subplots.</p><p>- Monster Central. Buffy has the Hellmouth, a center of mystical convergence that draws in vampires, witches, werewolves, demons, and everything else you could imagine. This town could have the fantasy equivelent. Maybe a portal to the abyss. Little evil things are drawn to it naturally, and big evil things want to blow it wide open. Or an altar of power in the temple, or even a mine full of gold or mithril.</p><p>- Explore the subplots. When I'd make a Buffy game, I'd pick the Monster Of The Week to show up and start terrorizing teenagers. There would be the initial exploration, rising action, and resolution, but I would intersperse that with subplots for each character. Each character got at least once scene per game to explore a romance, emotions, relationships, and so on.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4635995, member: 2673"] You are describing a default game of Buffy the Vampire Slayer. Sure its modern instead of fantasy, but the concept is the same. I've ran a few of those, so here's what made it work IMO. - Set pieces instead of dungeons. The action here isn't going to be some exotic place the PCs are exploring, but their old familiar stomping grounds. You need several interesting places, such as the friendly Inn, the temple, the keep, and so on. - Interesting NPCs. Moreso than in exploratory games, the NPCs need to breathe. They need to be someone the PCs care about. Introduce drama with them. Make them fall in love/despise/worship/betray the PCs on a regular basis. - Cinematic Framing. In an exploratory game, who is going where in what order often matters a great deal. In a game where everyone is in the same town, they can get to where they need to go with little problem. Cut scenes from one to the next, introducing conflicts and subplots. - Monster Central. Buffy has the Hellmouth, a center of mystical convergence that draws in vampires, witches, werewolves, demons, and everything else you could imagine. This town could have the fantasy equivelent. Maybe a portal to the abyss. Little evil things are drawn to it naturally, and big evil things want to blow it wide open. Or an altar of power in the temple, or even a mine full of gold or mithril. - Explore the subplots. When I'd make a Buffy game, I'd pick the Monster Of The Week to show up and start terrorizing teenagers. There would be the initial exploration, rising action, and resolution, but I would intersperse that with subplots for each character. Each character got at least once scene per game to explore a romance, emotions, relationships, and so on. [/QUOTE]
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