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GM Advice. Running a decent campaign.
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<blockquote data-quote="Piratecat" data-source="post: 2065528" data-attributes="member: 2"><p>When I started off, 90% of my game was stringing together Dungeon modules. The PCs wandered about clearing out towers and killing monsters. . . and at some point during that time, I asked myself "what happens next?" When they cleared an evil cultist out of a tower, a more powerful member of the same cult inherited and set to work punishing the PCs. A doppelganger in an inn escaped into a snowstorm, waited the PCs out, then came back and invited some friends... so that the next time the PCs came by, he had replaced the innkeeper and fathered a child with the dead man's wife. A teleporter that the PCs discovered in an old dungeon brought in war-like minotaurs from another continent, and the PCs had to talk the militia into driving them back. Gradually, the consequence from each action rippled outwards.</p><p></p><p>Not just bad stuff, though. The PCs ended up becoming confidantes of the Prince and of several noble families. They got involved in politics. They briefly went to the outer planes. Their enemies were vindictive, and they were creative in killing them and looting their stuff. After about two or three years the players could look around the world and see all kinds of things that were different, just because they'd been there. </p><p></p><p>One important bit of advice is to not get in a rut. Run different types of adventures: different locales, different goals, different types of NPCs. Keep the players guessing. Make NPCs with complex goals, and as A'Koss said encourage the PCs to have goals. This worked really well for me.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2065528, member: 2"] When I started off, 90% of my game was stringing together Dungeon modules. The PCs wandered about clearing out towers and killing monsters. . . and at some point during that time, I asked myself "what happens next?" When they cleared an evil cultist out of a tower, a more powerful member of the same cult inherited and set to work punishing the PCs. A doppelganger in an inn escaped into a snowstorm, waited the PCs out, then came back and invited some friends... so that the next time the PCs came by, he had replaced the innkeeper and fathered a child with the dead man's wife. A teleporter that the PCs discovered in an old dungeon brought in war-like minotaurs from another continent, and the PCs had to talk the militia into driving them back. Gradually, the consequence from each action rippled outwards. Not just bad stuff, though. The PCs ended up becoming confidantes of the Prince and of several noble families. They got involved in politics. They briefly went to the outer planes. Their enemies were vindictive, and they were creative in killing them and looting their stuff. After about two or three years the players could look around the world and see all kinds of things that were different, just because they'd been there. One important bit of advice is to not get in a rut. Run different types of adventures: different locales, different goals, different types of NPCs. Keep the players guessing. Make NPCs with complex goals, and as A'Koss said encourage the PCs to have goals. This worked really well for me. [/QUOTE]
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