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Help me build a Drop in/Drop out DnD 5E campaign
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<blockquote data-quote="Rhenny" data-source="post: 6713676" data-attributes="member: 18333"><p>I've been having my players wander off and go to different locations to scout or try to gain information, but my group is still dealing with surface issues. They have not gotten deep into a temple yet. It is easier to have them do other things when they are near town or near another important location that needs investigating.</p><p></p><p>When I ran a long-time 3.5e homebrew campaign (about 6 years ago - it lasted for 2 1/2 years), I built in a way to work with drop ins and drop outs. I invented what I called "The Chaos Curse." </p><p></p><p>It all started when one character, a Celestial Dwarf, was cast out of the Queens court in Celestia. He was cursed and banished until he could atone for his rude behavior/offense. (This was part of the PCs backstory). Then, when he joined up with a party, the "Curse" spread so that any party mate could suffer the effects of the curse. </p><p></p><p>The effects: Randomly without warning, PCs would be teleported to Celestia where they roamed the land. Sometimes, I'd invent side stories to develop the story of what was happening in Celestia. Sometimes I just used it as a way to say, player gone...PC gone. </p><p></p><p>It was actually a really fun way to deal with it because sometimes, players who had to leave early would force their PCs to pop out mid battle. Other times, a player who came late would pop in and help turn an encounter to the party's advantage. Also, part of the Celestial Dwarf's entire motivation was to redeem himself with the Queen and some how figure out a way to break "The Chaos Curse."</p><p></p><p>I'm not sure you want to go that far to legitimize and deal with absent players, but it was definitely fun in our homebrew. If I homebrew a new campaign, I'd use it again if I could find a player who wanted to work with it.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6713676, member: 18333"] I've been having my players wander off and go to different locations to scout or try to gain information, but my group is still dealing with surface issues. They have not gotten deep into a temple yet. It is easier to have them do other things when they are near town or near another important location that needs investigating. When I ran a long-time 3.5e homebrew campaign (about 6 years ago - it lasted for 2 1/2 years), I built in a way to work with drop ins and drop outs. I invented what I called "The Chaos Curse." It all started when one character, a Celestial Dwarf, was cast out of the Queens court in Celestia. He was cursed and banished until he could atone for his rude behavior/offense. (This was part of the PCs backstory). Then, when he joined up with a party, the "Curse" spread so that any party mate could suffer the effects of the curse. The effects: Randomly without warning, PCs would be teleported to Celestia where they roamed the land. Sometimes, I'd invent side stories to develop the story of what was happening in Celestia. Sometimes I just used it as a way to say, player gone...PC gone. It was actually a really fun way to deal with it because sometimes, players who had to leave early would force their PCs to pop out mid battle. Other times, a player who came late would pop in and help turn an encounter to the party's advantage. Also, part of the Celestial Dwarf's entire motivation was to redeem himself with the Queen and some how figure out a way to break "The Chaos Curse." I'm not sure you want to go that far to legitimize and deal with absent players, but it was definitely fun in our homebrew. If I homebrew a new campaign, I'd use it again if I could find a player who wanted to work with it. [/QUOTE]
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