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General Tabletop Discussion
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GMing: What Keeps Long Running Campaigns Exciting?
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<blockquote data-quote="WisdomOfWombats" data-source="post: 8085040" data-attributes="member: 6973514"><p>I try to mix a healthy dose of world-building into my adventures. Somehow I try to follow the advice from the old Dungeoncraft articles: associate secrets and mystery with the adventures. So, besides treasure I usually bury a lot of information about the history and state of the world into an adventure. Also, I keep looking at the NPCs the group likes to interact with, and the villains they let get away.</p><p></p><p>More recently I've learned to embrace the more gonzo ideas of D&D like plane travel and other prime material planes. I can use that to gradually raise the stakes in my campaign. My last successful campaign had in retrospect a tier structure. First Tier was about defeating my all-time favorite monsters: gnolls who were led by an undead dwarven queen. Second Tier was about stopping an everlasting winter. Third Tier involved defeating a plot of the nagpa and basically saving their campaign world and the Raven Queen. At that time we decided to end the campaign since I didn't have a Tier 4 story arc. The campaign was an astounding success. I got them to care about their campaign world. It was a homebrew, but when a nagpa pointed out that this world didn't matter, since there were so many other worlds like the Forgotten Realms, Eberron, etc and that the end of their world didn't have to be the end of the PCs, the PCs countered: "But this is our world!". I was immensely pleased to hear that. I purposefully name-dropped official campaign settings that I know the players like.</p></blockquote><p></p>
[QUOTE="WisdomOfWombats, post: 8085040, member: 6973514"] I try to mix a healthy dose of world-building into my adventures. Somehow I try to follow the advice from the old Dungeoncraft articles: associate secrets and mystery with the adventures. So, besides treasure I usually bury a lot of information about the history and state of the world into an adventure. Also, I keep looking at the NPCs the group likes to interact with, and the villains they let get away. More recently I've learned to embrace the more gonzo ideas of D&D like plane travel and other prime material planes. I can use that to gradually raise the stakes in my campaign. My last successful campaign had in retrospect a tier structure. First Tier was about defeating my all-time favorite monsters: gnolls who were led by an undead dwarven queen. Second Tier was about stopping an everlasting winter. Third Tier involved defeating a plot of the nagpa and basically saving their campaign world and the Raven Queen. At that time we decided to end the campaign since I didn't have a Tier 4 story arc. The campaign was an astounding success. I got them to care about their campaign world. It was a homebrew, but when a nagpa pointed out that this world didn't matter, since there were so many other worlds like the Forgotten Realms, Eberron, etc and that the end of their world didn't have to be the end of the PCs, the PCs countered: "But this is our world!". I was immensely pleased to hear that. I purposefully name-dropped official campaign settings that I know the players like. [/QUOTE]
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