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Giving up on the Quest
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<blockquote data-quote="Aeric" data-source="post: 3618028" data-attributes="member: 17012"><p>The last campaign I ran had no "Quest." The party belonged to an adventurer's guild in town and went on adventure after unrelated adventure with no central purpose or theme other than "visit exotic locales, meet interesting creatures...and kill them and take their stuff." It seemed to work well and everyone was having fun, but I felt less satisfied than I would have if I had run a campaign with an overarching plot thread. I also ran out of ideas towards the end of the game, when the players hit about 18th level. Part of the problem was that we were playing in Eberron, and the characters had outgrown the setting. If they were the type to get into politics or other non-combat type challenges, this wouldn't have been a problem. When the party took out one of the biggest bads of the setting (Vol) virtually in one round, I knew it was time to call it quits.</p></blockquote><p></p>
[QUOTE="Aeric, post: 3618028, member: 17012"] The last campaign I ran had no "Quest." The party belonged to an adventurer's guild in town and went on adventure after unrelated adventure with no central purpose or theme other than "visit exotic locales, meet interesting creatures...and kill them and take their stuff." It seemed to work well and everyone was having fun, but I felt less satisfied than I would have if I had run a campaign with an overarching plot thread. I also ran out of ideas towards the end of the game, when the players hit about 18th level. Part of the problem was that we were playing in Eberron, and the characters had outgrown the setting. If they were the type to get into politics or other non-combat type challenges, this wouldn't have been a problem. When the party took out one of the biggest bads of the setting (Vol) virtually in one round, I knew it was time to call it quits. [/QUOTE]
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