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DM Dilemma - I Need Help, ENWorld! - *UPDATED* - Putting YOUR ideas to work!
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<blockquote data-quote="nedjer" data-source="post: 5301295" data-attributes="member: 83796"><p>After getting a rough idea from players of which particular set of the 7Cs they might enjoy:</p><p> </p><p>Collaborate</p><p>Colonise</p><p>Confine</p><p>Conquer</p><p>Construct</p><p>Command</p><p>Corrupt</p><p></p><p>. . . and many variants that don't all begin with C.</p><p></p><p>Then plant challenge/ mission based seeds, which I already know will appeal to the players and which I get time to think on.</p><p></p><p>From there, it's a skeleton campaign maps and skeleton locations with components ready to drop in. Plot elements, local conditions and events, recurring enemies, comrades in arms, monsters, treasure . . . as a largely moveable feast. Rails are still there when players want to grab onto them, but they're rails of the players' choosing.</p><p></p><p>The Troll Test is pretty handy prep for pulling things together on the fly, i.e. take a dungeon or complex setting that's mainly populated by a bunch of trolls, gnolls or the like and make it fun. There's no relying on the monsters' tiresomely grindy powers for entertainment, and they don't have enough brains to offer elaborate sub-plots and fancy strategies. Just a whole load of empty rooms and a whole load of thick as mince, Stone Age duplicate opponents. Make that rock (Troll gag) and you can make anything rock.</p></blockquote><p></p>
[QUOTE="nedjer, post: 5301295, member: 83796"] After getting a rough idea from players of which particular set of the 7Cs they might enjoy: Collaborate Colonise Confine Conquer Construct Command Corrupt . . . and many variants that don't all begin with C. Then plant challenge/ mission based seeds, which I already know will appeal to the players and which I get time to think on. From there, it's a skeleton campaign maps and skeleton locations with components ready to drop in. Plot elements, local conditions and events, recurring enemies, comrades in arms, monsters, treasure . . . as a largely moveable feast. Rails are still there when players want to grab onto them, but they're rails of the players' choosing. The Troll Test is pretty handy prep for pulling things together on the fly, i.e. take a dungeon or complex setting that's mainly populated by a bunch of trolls, gnolls or the like and make it fun. There's no relying on the monsters' tiresomely grindy powers for entertainment, and they don't have enough brains to offer elaborate sub-plots and fancy strategies. Just a whole load of empty rooms and a whole load of thick as mince, Stone Age duplicate opponents. Make that rock (Troll gag) and you can make anything rock. [/QUOTE]
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