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Help! we cant keep a game going...what do we do
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<blockquote data-quote="edemaitre" data-source="post: 3125663" data-attributes="member: 3372"><p><strong>Short-term games</strong></p><p></p><p>I agree that there's nothing wrong with short-term campaigns, if that's what your group prefers. Here are a few more suggestions:</p><p></p><p>-Hang on to your Player Characters records. Perhaps, at some point, have each role-player bring his or her favorite fourth-level P.C. and create a "best of" party with an especially challenging and fun scenario. What would bring the members of Marvel Comics' Avengers or D.C.'s Justice League together?</p><p></p><p>-Start at midlevel. Try starting with a scenario at fifth level and see how high you go from there.</p><p></p><p>-Accept lower power levels. Maybe your gamers prefer the excitement of lower-level scenarios and don't like the complexity of managing D&D3.5 skills, feats, spells, and magic items, not to mention followers, animal companions, strongholds, and the like. Try stretching out the scenarios without advancing in level as quickly.</p><p></p><p>-Engage the players. Use plot threads from each P.C.'s background, as well as something to motivate the entire group. Maybe they have to save their hometown from marauders, but they can't do it until they're able build their own castle in the area. Maybe they have to avenge a fallen comrade, but they won't be able to get an audience with the villain until they've accomplished some great deed... More heroic characters, such as Paladins, often have strategic goals (defeat a devil, redeem a fallen ally, or retrieve a lost relic) that take many levels of adventuring to come to fruition.</p><p></p><p>-Try something different. Like the rotating Dungeon Master suggestion, try taking a break from standard fantasy. Maybe a steampunk scenario, horror, superheroes or space opera. That way, when you go back to D&D3.5, you won't be suffering from story fatigue.</p><p></p><p>-Try a longer-term module. Some of the newer modules go from levels 2 to 20. Of course, your group may still lose interest in the meantime. Or, try a series of short ones that are somehow connected, i.e., defeat the Goblins, learn of their Hobgoblin masters, fight the Hobgoblins' Giant allies, infiltrate the Drow stronghold where the alliance was created...</p><p></p><p>-Get some fresh blood. Even if you have enough players, a new perspective never hurts. </p><p></p><p>-Build out your world. If you're using a prepublished setting, such as the Forgotten Realms, there's an overwhelming amount of material, so focus on what makes each area different. Start small. If you're running a homebrew, think of how each planet in the "Star Wars" or "Star Trek" universes represented a different type of terrain and culture. For example, Tatooine was a desert planet, and the Vulcans are pacifist psions.</p><p></p><p>Good luck, and happy gaming!</p></blockquote><p></p>
[QUOTE="edemaitre, post: 3125663, member: 3372"] [b]Short-term games[/b] I agree that there's nothing wrong with short-term campaigns, if that's what your group prefers. Here are a few more suggestions: -Hang on to your Player Characters records. Perhaps, at some point, have each role-player bring his or her favorite fourth-level P.C. and create a "best of" party with an especially challenging and fun scenario. What would bring the members of Marvel Comics' Avengers or D.C.'s Justice League together? -Start at midlevel. Try starting with a scenario at fifth level and see how high you go from there. -Accept lower power levels. Maybe your gamers prefer the excitement of lower-level scenarios and don't like the complexity of managing D&D3.5 skills, feats, spells, and magic items, not to mention followers, animal companions, strongholds, and the like. Try stretching out the scenarios without advancing in level as quickly. -Engage the players. Use plot threads from each P.C.'s background, as well as something to motivate the entire group. Maybe they have to save their hometown from marauders, but they can't do it until they're able build their own castle in the area. Maybe they have to avenge a fallen comrade, but they won't be able to get an audience with the villain until they've accomplished some great deed... More heroic characters, such as Paladins, often have strategic goals (defeat a devil, redeem a fallen ally, or retrieve a lost relic) that take many levels of adventuring to come to fruition. -Try something different. Like the rotating Dungeon Master suggestion, try taking a break from standard fantasy. Maybe a steampunk scenario, horror, superheroes or space opera. That way, when you go back to D&D3.5, you won't be suffering from story fatigue. -Try a longer-term module. Some of the newer modules go from levels 2 to 20. Of course, your group may still lose interest in the meantime. Or, try a series of short ones that are somehow connected, i.e., defeat the Goblins, learn of their Hobgoblin masters, fight the Hobgoblins' Giant allies, infiltrate the Drow stronghold where the alliance was created... -Get some fresh blood. Even if you have enough players, a new perspective never hurts. -Build out your world. If you're using a prepublished setting, such as the Forgotten Realms, there's an overwhelming amount of material, so focus on what makes each area different. Start small. If you're running a homebrew, think of how each planet in the "Star Wars" or "Star Trek" universes represented a different type of terrain and culture. For example, Tatooine was a desert planet, and the Vulcans are pacifist psions. Good luck, and happy gaming! [/QUOTE]
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