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<blockquote data-quote="Sound of Azure" data-source="post: 2872140" data-attributes="member: 40749"><p>I've had some pretty cool players in the past. They've let me get away with a lot of things in the past. In one campaign we had, the whole campaign was based around two of the PCs (and their friends/ bodyguards) going on a pilgrimage to their holy land.</p><p></p><p>There were an number of encounters along the way in between the major towns, as you'd expect. But it was a very long way to their goal (hence the point of the pilgrimage. I thought it was unrealistic just to have a lot of random encounters (though there were some). I had the characters get to know each other. </p><p> Their guide also told them stories. Quite a number of these involved the players getting pre-generated characters and taking part in the old legend, thus writing more history into my world. Each of these "tales" had something to teach one or another of the PCs about the journey, or themselves.</p><p> Luckily enough, my players lapped this right up. It gave them a chance to diversify, and play with some unusual ideas they had during non-gaming hours.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 2872140, member: 40749"] I've had some pretty cool players in the past. They've let me get away with a lot of things in the past. In one campaign we had, the whole campaign was based around two of the PCs (and their friends/ bodyguards) going on a pilgrimage to their holy land. There were an number of encounters along the way in between the major towns, as you'd expect. But it was a very long way to their goal (hence the point of the pilgrimage. I thought it was unrealistic just to have a lot of random encounters (though there were some). I had the characters get to know each other. Their guide also told them stories. Quite a number of these involved the players getting pre-generated characters and taking part in the old legend, thus writing more history into my world. Each of these "tales" had something to teach one or another of the PCs about the journey, or themselves. Luckily enough, my players lapped this right up. It gave them a chance to diversify, and play with some unusual ideas they had during non-gaming hours. [/QUOTE]
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