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General Tabletop Discussion
*Dungeons & Dragons
How can I avoid a Monty-Haul campaign in DnD?
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<blockquote data-quote="Trit One-Ear" data-source="post: 6084269" data-attributes="member: 6678017"><p>This is precisely the problem my campaign hit recently. I had sketched out ideas for a story off and on for the better part of a year. Many of these were long reaching plots and adventures. Once we finally started playing, I had a well developed city, cast of characters, and shadowy villain figure. However, a few weeks in, after two session in which I noticed the players felt particularly "eh" about things, I had to reevaluate my style of story telling.</p><p></p><p>I went back and reread some of Chris Perkins' articles (my standby source for DMing inspiration) and noticed something. Most of his stories and advice, due to the place he recently was in his campaign(s) centered around the big pay off stories, after having played a long successful campaign. My own tendency to focus on the investment for greater plot pay off later, paired with his Epic level advice had turned my sessions into a constant slog towards a never-nearing goal.</p><p></p><p>Things are now moving faster for my players, and I think I'm starting to win the, back. I still think Chris's articles are amazingly helpful, but you need to be careful, as many above have said, to make each session exciting and fun, not just a build up to later excitement. As someone told me on these boards (really wish I could remember who!) "give the players the exciting stuff now, and come up with more exciting stuff later!"</p><p></p><p>Trit</p><p></p><p>Ps. I plan to give my players a good ol' hack and slash adventure or two after months of political intrigue. Who knew some players don't like that stuff?</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 6084269, member: 6678017"] This is precisely the problem my campaign hit recently. I had sketched out ideas for a story off and on for the better part of a year. Many of these were long reaching plots and adventures. Once we finally started playing, I had a well developed city, cast of characters, and shadowy villain figure. However, a few weeks in, after two session in which I noticed the players felt particularly "eh" about things, I had to reevaluate my style of story telling. I went back and reread some of Chris Perkins' articles (my standby source for DMing inspiration) and noticed something. Most of his stories and advice, due to the place he recently was in his campaign(s) centered around the big pay off stories, after having played a long successful campaign. My own tendency to focus on the investment for greater plot pay off later, paired with his Epic level advice had turned my sessions into a constant slog towards a never-nearing goal. Things are now moving faster for my players, and I think I'm starting to win the, back. I still think Chris's articles are amazingly helpful, but you need to be careful, as many above have said, to make each session exciting and fun, not just a build up to later excitement. As someone told me on these boards (really wish I could remember who!) "give the players the exciting stuff now, and come up with more exciting stuff later!" Trit Ps. I plan to give my players a good ol' hack and slash adventure or two after months of political intrigue. Who knew some players don't like that stuff? [/QUOTE]
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How can I avoid a Monty-Haul campaign in DnD?
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