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Do your campaigns have a theme?
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<blockquote data-quote="Gilladian" data-source="post: 7652581" data-attributes="member: 2093"><p>I've never been able to work a long-term theme into a campaign. I've tried, but my players resist. I just go with the flow, making each adventure tie to the one before it in some way, and we end up with something we call a "story". Frex, my best campaign in a while was one in which the PCs started out in village/town A, explored a dungeon for a while, then got involved in a "bad baron"'s political plans, and ultimately killed him and disposed of the body. I thought they'd then help his lady wife get her very young son protection from the baron's friends, so he could eventually rule, but instead, we went off on a tangent involving a pregnant girl and her missing husband... then they did a bunch of cross-country travel, ducked out on a chance to help a transformed prince break the curse he was under, and ended up the game after the PCs went back to dungeon-delving and got filthy rich! The campaign lasted about 2 years real-time, and was loads of fun even though it changed course radically 3 different times. And it definitely made an impact on the campaign world; they helped a bunch of kobolds become functional members of a community, discovered a dungeon with a myriad of gates in it that MAY become a transit center in the world, and once again failed to eliminate a villain who thus has a chance to consolidate his power in the kingdom.</p><p></p><p>Oh, and I do think this reflects my thinking about life; you can plan all you want, but life itself will throw you for loops, and you'd better be ready to change direction, no matter how much confusion or grief or whatever it causes!</p></blockquote><p></p>
[QUOTE="Gilladian, post: 7652581, member: 2093"] I've never been able to work a long-term theme into a campaign. I've tried, but my players resist. I just go with the flow, making each adventure tie to the one before it in some way, and we end up with something we call a "story". Frex, my best campaign in a while was one in which the PCs started out in village/town A, explored a dungeon for a while, then got involved in a "bad baron"'s political plans, and ultimately killed him and disposed of the body. I thought they'd then help his lady wife get her very young son protection from the baron's friends, so he could eventually rule, but instead, we went off on a tangent involving a pregnant girl and her missing husband... then they did a bunch of cross-country travel, ducked out on a chance to help a transformed prince break the curse he was under, and ended up the game after the PCs went back to dungeon-delving and got filthy rich! The campaign lasted about 2 years real-time, and was loads of fun even though it changed course radically 3 different times. And it definitely made an impact on the campaign world; they helped a bunch of kobolds become functional members of a community, discovered a dungeon with a myriad of gates in it that MAY become a transit center in the world, and once again failed to eliminate a villain who thus has a chance to consolidate his power in the kingdom. Oh, and I do think this reflects my thinking about life; you can plan all you want, but life itself will throw you for loops, and you'd better be ready to change direction, no matter how much confusion or grief or whatever it causes! [/QUOTE]
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