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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="der_kluge" data-source="post: 8085459" data-attributes="member: 945"><p>I agree with Toucanbuzz that long-term success hinges on the players. To that extent, real life seems to be the primary reason why a campaign stops IME. </p><p></p><p>I also really liked the comment about dragging out the XP and making leveling up REALLY slow. That's a very interesting idea, but it would likely be hard to implement universally. Like, PbP, for example, would never survive such a thing. I'd also argue for moving to level 2 relatively quickly, so the PCs don't suffer a TPK too easily. </p><p></p><p>I think the key thing is, that it's actually difficult to pull off. It requires a lot of work. I don't think the world really matters so much. Forgotten Realms, homebrew, Eberron; whatever floats your boat. All of it can be used. I think the key thing, for me at least, is to think small. NPCs matter, and motivation matters. Tying the PCs backgrounds into the worlds matter. It's one thing to have a good storyline that the players can follow, but there needs to be stuff in the middle, and around the edges. I have a story quest in my campaign - it doesn't really even start until level 5. It's purpose built for this kind of thing - finding all the pieces to the rod of seven parts. This is my own take on that artifact, and the effects of that. But I'm CONSTANTLY looking for side-quests (some small, some complex) that I can use to fill in the gaps. Otherwise, it's just hopping from piece to piece. </p><p></p><p>Speaking of which, if anyone has any good side-quest ideas, or can point me to some good resources, I'm all ears. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="der_kluge, post: 8085459, member: 945"] I agree with Toucanbuzz that long-term success hinges on the players. To that extent, real life seems to be the primary reason why a campaign stops IME. I also really liked the comment about dragging out the XP and making leveling up REALLY slow. That's a very interesting idea, but it would likely be hard to implement universally. Like, PbP, for example, would never survive such a thing. I'd also argue for moving to level 2 relatively quickly, so the PCs don't suffer a TPK too easily. I think the key thing is, that it's actually difficult to pull off. It requires a lot of work. I don't think the world really matters so much. Forgotten Realms, homebrew, Eberron; whatever floats your boat. All of it can be used. I think the key thing, for me at least, is to think small. NPCs matter, and motivation matters. Tying the PCs backgrounds into the worlds matter. It's one thing to have a good storyline that the players can follow, but there needs to be stuff in the middle, and around the edges. I have a story quest in my campaign - it doesn't really even start until level 5. It's purpose built for this kind of thing - finding all the pieces to the rod of seven parts. This is my own take on that artifact, and the effects of that. But I'm CONSTANTLY looking for side-quests (some small, some complex) that I can use to fill in the gaps. Otherwise, it's just hopping from piece to piece. Speaking of which, if anyone has any good side-quest ideas, or can point me to some good resources, I'm all ears. :) [/QUOTE]
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