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Help! I lost interest in my campaign... again!
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<blockquote data-quote="Obergnom" data-source="post: 3620122" data-attributes="member: 7145"><p>I gave the whole thing a few more thoughts. First, I really love creating a setting. Not homebrew worlds, but bringing a setting to life, creating NPCs on the fly, the players will remember and interact with.</p><p></p><p>My campaign startet out in Tilverton. I have put work into the Gond Temple (and Olaf, its High Priest), the players "love" to be raised from the dead by the priestesses of Sharess (The Goliath even converted after that experience...). They like the ExAdventurers who run their favorite Pub, the Captian of the Purple Dragons has got this old, wise policeman thing going on and they loath the Baron who tries to overthrow the king. These were some of the best parts of my campaign, and I created them on thy fly. No prep work at all.</p><p></p><p>Everything was good, but I was to embeded into the idea of running a campaign at that time. So I sticked to my plan, my bad, have to see how to get out of that one.</p><p></p><p>What I really dislike though (and was a reason why I, at that time, thought the trip to the underdark might be a good idea) is, these NPCs (even in the players eyes) have more character, style or however you want to call it, than most of the PCs. They have more motivations too. I'm quite tired of players playing to "level up". I just do not know how to change that. They seem unable to develop motives of their own... I thought (as this was allways the case with my old group) sticking the PCs together without anyone to talk to, presenting interesting challenges, but no "do RP with the DM" encounters, would make them act out their characters among each other. (Base of this thought: I can understand them not doing so much RP among each other, when half the session is consumed by RP with NPCs, because they want to get to the action, too. But I thought, if I do not present them RP opportunities, they would create those themselfs. It has allways been so in the group I grow up with. But they do not seem to feel the urge to have at least one memorable line per evening.)</p><p></p><p> </p><p></p><p>Yep, would be a good idea. It is just, that my players want to be told a story. And stupid me, gave them what they wanted... </p><p></p><p></p><p></p><p>We need solutions!</p><p></p><p>Okay, some ideas I came up with. Please give me your thoughts:</p><p></p><p>All involve: Stick to the plot, until they finish the Drow Outpost.</p><p></p><p>The question is, where to go from there?</p><p></p><p>1. Expedition to the Demonweb Pits. My original plan. The easy solution, but I fear I might not be able to finish it.</p><p></p><p>2. Do the basic EttDP thing, but stretch it, make Sigil the campaigns knew homebase. What I like about that? I allways wanted to do a Planescape Campaign. What I dislike? I think my players would feel cheated. They went to the underdark to stop the Giants. They would not stay in Sigil if there is nothing immediately related to the Invasion to do there.</p><p></p><p>3. After the Drow Outpost is done, so is the whole plot. The giant invasion is over. The players may return to the surface and do what they like. For me, that would mean, start from scratch.</p><p></p><p>4. Variant of 3. Use Against the Giants - Liberation of Geoff for a Cormy overrun by giants while the players were in the underdark scenario. Drawback? It is a campaign, again. Advantage. They players would be forced to finally do something on their own initiative. I would not give them some Commander who decides for them what to do. I would simple have them emerge from the underdark and see that during the month they stayed there, Cormyr has been overrun. They have the opportunity to be part of the resistance, or they could leave this contry behind.</p><p></p><p>What do you think? 3 seems to be the best immediate solution. 4 seems to be a bit of a gamble. It could maky my players help create a story instead of just consume, but it could totaly overwhelm them. I have no idea how to pull 2 without telling my players "THis is the deal, the old campaign is over, we play in and around Sigil now". 1 might work only, if I find a good way to motivate my players to contribute more. Just running though that adventure would bore me, I guess.</p></blockquote><p></p>
[QUOTE="Obergnom, post: 3620122, member: 7145"] I gave the whole thing a few more thoughts. First, I really love creating a setting. Not homebrew worlds, but bringing a setting to life, creating NPCs on the fly, the players will remember and interact with. My campaign startet out in Tilverton. I have put work into the Gond Temple (and Olaf, its High Priest), the players "love" to be raised from the dead by the priestesses of Sharess (The Goliath even converted after that experience...). They like the ExAdventurers who run their favorite Pub, the Captian of the Purple Dragons has got this old, wise policeman thing going on and they loath the Baron who tries to overthrow the king. These were some of the best parts of my campaign, and I created them on thy fly. No prep work at all. Everything was good, but I was to embeded into the idea of running a campaign at that time. So I sticked to my plan, my bad, have to see how to get out of that one. What I really dislike though (and was a reason why I, at that time, thought the trip to the underdark might be a good idea) is, these NPCs (even in the players eyes) have more character, style or however you want to call it, than most of the PCs. They have more motivations too. I'm quite tired of players playing to "level up". I just do not know how to change that. They seem unable to develop motives of their own... I thought (as this was allways the case with my old group) sticking the PCs together without anyone to talk to, presenting interesting challenges, but no "do RP with the DM" encounters, would make them act out their characters among each other. (Base of this thought: I can understand them not doing so much RP among each other, when half the session is consumed by RP with NPCs, because they want to get to the action, too. But I thought, if I do not present them RP opportunities, they would create those themselfs. It has allways been so in the group I grow up with. But they do not seem to feel the urge to have at least one memorable line per evening.) Yep, would be a good idea. It is just, that my players want to be told a story. And stupid me, gave them what they wanted... We need solutions! Okay, some ideas I came up with. Please give me your thoughts: All involve: Stick to the plot, until they finish the Drow Outpost. The question is, where to go from there? 1. Expedition to the Demonweb Pits. My original plan. The easy solution, but I fear I might not be able to finish it. 2. Do the basic EttDP thing, but stretch it, make Sigil the campaigns knew homebase. What I like about that? I allways wanted to do a Planescape Campaign. What I dislike? I think my players would feel cheated. They went to the underdark to stop the Giants. They would not stay in Sigil if there is nothing immediately related to the Invasion to do there. 3. After the Drow Outpost is done, so is the whole plot. The giant invasion is over. The players may return to the surface and do what they like. For me, that would mean, start from scratch. 4. Variant of 3. Use Against the Giants - Liberation of Geoff for a Cormy overrun by giants while the players were in the underdark scenario. Drawback? It is a campaign, again. Advantage. They players would be forced to finally do something on their own initiative. I would not give them some Commander who decides for them what to do. I would simple have them emerge from the underdark and see that during the month they stayed there, Cormyr has been overrun. They have the opportunity to be part of the resistance, or they could leave this contry behind. What do you think? 3 seems to be the best immediate solution. 4 seems to be a bit of a gamble. It could maky my players help create a story instead of just consume, but it could totaly overwhelm them. I have no idea how to pull 2 without telling my players "THis is the deal, the old campaign is over, we play in and around Sigil now". 1 might work only, if I find a good way to motivate my players to contribute more. Just running though that adventure would bore me, I guess. [/QUOTE]
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