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Do your campaigns have a theme?
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<blockquote data-quote="thedmstrikes" data-source="post: 7652352" data-attributes="member: 56834"><p>The extent that my life experiences affects my campaign choices has been limited to the fact that I move every three to four years to a new place. When this has happened, I search for and collect together a new group of gamers, sometimes brand spanking new ones. Early on, I had no real link to my games, it was the brand new shiny adventure published that caught my eye, but after a certain one had become published in the early 90s, I latched onto it and expanded my initial campaign from there. I am a huge fan of the forgotten realms world, which allowed me to concentrate the memorization of my background knowledge so it was easily on the tip of my tongue when the need arose. From there, I simply shoehorned in additional material and options. For example, once I gained a copy of Rappan Athuk, the entrances were added to the map of the local region and it was always a "side quest" choice for the players. The mainstream items I had added, however, all complied with a central theme, well, two actually (spoiler): <span style="color: #FFFFFF">kidnapping and the underdark</span>. Some of the theme related events happen to become red herrings, so it could become easy for the players to get confused or side tracked. Unfortunately, I have yet to stay in one place to see the entire campaign wrap up, so at the higher levels, things would probably become more clear about the real main idea that had lasted throughout the entire campaign.</p></blockquote><p></p>
[QUOTE="thedmstrikes, post: 7652352, member: 56834"] The extent that my life experiences affects my campaign choices has been limited to the fact that I move every three to four years to a new place. When this has happened, I search for and collect together a new group of gamers, sometimes brand spanking new ones. Early on, I had no real link to my games, it was the brand new shiny adventure published that caught my eye, but after a certain one had become published in the early 90s, I latched onto it and expanded my initial campaign from there. I am a huge fan of the forgotten realms world, which allowed me to concentrate the memorization of my background knowledge so it was easily on the tip of my tongue when the need arose. From there, I simply shoehorned in additional material and options. For example, once I gained a copy of Rappan Athuk, the entrances were added to the map of the local region and it was always a "side quest" choice for the players. The mainstream items I had added, however, all complied with a central theme, well, two actually (spoiler): [COLOR=#FFFFFF]kidnapping and the underdark[/COLOR]. Some of the theme related events happen to become red herrings, so it could become easy for the players to get confused or side tracked. Unfortunately, I have yet to stay in one place to see the entire campaign wrap up, so at the higher levels, things would probably become more clear about the real main idea that had lasted throughout the entire campaign. [/QUOTE]
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