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Gestalt Bard Campaign: Making Perform Checks More Than A d20 Roll
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5715943"><p>Can you elaborate a bit on the setting? I just want to make sure I understand it. Not clear if this is a fantasy setting with modern elements or a modern day setting. </p><p> </p><p></p><p> </p><p>One way is to simply put the dice aside and force players to describe things in more detail (i.e. I am going to play a ballad in A minor about the lost child of Yria). Encourage players to compose lyrics, melodies, etc (they don't have to be great, this is just about getting them into the feel of the game). The best bard characters in my campaigns were run by players who did these sorts of things (writing sagas about their party's exploits for instance). </p><p> </p><p></p><p> </p><p>The person who pointed to urban adventures is on to something I think. Also maybe put a little scooby-doo style adventure into the game. The adventures should be an extension of the touring. In fact that is a brilliant device for a long-term campaign. You have the whole reason for travel and just need to come up with interesting plot hooks as they go from place to place. You may want a master villain, but I would have him emerge slowly over the course of the campaign.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5715943"] Can you elaborate a bit on the setting? I just want to make sure I understand it. Not clear if this is a fantasy setting with modern elements or a modern day setting. One way is to simply put the dice aside and force players to describe things in more detail (i.e. I am going to play a ballad in A minor about the lost child of Yria). Encourage players to compose lyrics, melodies, etc (they don't have to be great, this is just about getting them into the feel of the game). The best bard characters in my campaigns were run by players who did these sorts of things (writing sagas about their party's exploits for instance). The person who pointed to urban adventures is on to something I think. Also maybe put a little scooby-doo style adventure into the game. The adventures should be an extension of the touring. In fact that is a brilliant device for a long-term campaign. You have the whole reason for travel and just need to come up with interesting plot hooks as they go from place to place. You may want a master villain, but I would have him emerge slowly over the course of the campaign. [/QUOTE]
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Gestalt Bard Campaign: Making Perform Checks More Than A d20 Roll
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