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Frustrated with camapign design
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<blockquote data-quote="Aris Dragonborn" data-source="post: 2441945" data-attributes="member: 18434"><p>I second this. Listen to what your players are saying. If one of them wants to find the legendary sword of ogre decapitation he recently learned of, you have an adventure. If your mage wants to establish some sort of school sometime in the future, you have an adventure. If the thief wants to find the fabled tomb of monty haul - well, you know the rest.</p><p></p><p>The players may know what they're going after, but they won't know what kind of opposition they might face (and those villains may become sources of adventures themselves). </p><p></p><p>They great part about this is you don't have to have detailed notes. Just write a quick note down, something like: "Fighter wants to find the sword of ogre decapitation". That's it. It's like just like writing down any adventure ideas you might have, only instead of wracking <em>your</em> brains for ideas, you let the <em>players</em> give you the ideas. Players are probably just as valuable as t.v., movies, or books when it comes to adventure ideas.</p><p></p><p>Something else to keep in mind: K.I.S.S. Keep It Simple, Stupid. I've caught myself more than once over-writing an adventure. My problem is that once I get going on and idea, I tend to go off in all directions, even if it doesn't directly relate to the adventure. </p><p></p><p>Since the PC's are interested in carving out a little bit of civilization for themselves, they will probably come into conflict with the natives sooner or later. The natives won't trust these johnny-come-lately's very much, so you engineer an adventure to change this - not all at once, just a little. Maybe the chief of a native tribe wants the party to retrieve the Staff of Justice, a symbol of his authority. It's been lost for five years (or whatever), and he wants it back. Why? Maybe he wants to see how much the party is willing to do to earn his trust and friendship. Maybe he has an inferiority complex and believes he's not a 'real' chief unless he has the staff. Maybe the tribes shaman is undermining his authority, and he needs the staff to set things straight (that's a two-for-one right there; recovering the staff could lead to other quests from the chief, as well as earning the enmity of the shaman for thwarting his plans). </p><p></p><p>Anyway, hope this helps.</p></blockquote><p></p>
[QUOTE="Aris Dragonborn, post: 2441945, member: 18434"] I second this. Listen to what your players are saying. If one of them wants to find the legendary sword of ogre decapitation he recently learned of, you have an adventure. If your mage wants to establish some sort of school sometime in the future, you have an adventure. If the thief wants to find the fabled tomb of monty haul - well, you know the rest. The players may know what they're going after, but they won't know what kind of opposition they might face (and those villains may become sources of adventures themselves). They great part about this is you don't have to have detailed notes. Just write a quick note down, something like: "Fighter wants to find the sword of ogre decapitation". That's it. It's like just like writing down any adventure ideas you might have, only instead of wracking [i]your[/i] brains for ideas, you let the [i]players[/i] give you the ideas. Players are probably just as valuable as t.v., movies, or books when it comes to adventure ideas. Something else to keep in mind: K.I.S.S. Keep It Simple, Stupid. I've caught myself more than once over-writing an adventure. My problem is that once I get going on and idea, I tend to go off in all directions, even if it doesn't directly relate to the adventure. Since the PC's are interested in carving out a little bit of civilization for themselves, they will probably come into conflict with the natives sooner or later. The natives won't trust these johnny-come-lately's very much, so you engineer an adventure to change this - not all at once, just a little. Maybe the chief of a native tribe wants the party to retrieve the Staff of Justice, a symbol of his authority. It's been lost for five years (or whatever), and he wants it back. Why? Maybe he wants to see how much the party is willing to do to earn his trust and friendship. Maybe he has an inferiority complex and believes he's not a 'real' chief unless he has the staff. Maybe the tribes shaman is undermining his authority, and he needs the staff to set things straight (that's a two-for-one right there; recovering the staff could lead to other quests from the chief, as well as earning the enmity of the shaman for thwarting his plans). Anyway, hope this helps. [/QUOTE]
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