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<blockquote data-quote="WayneLigon" data-source="post: 2430165" data-attributes="member: 3649"><p>I try to create a campaign that interests both myself and the players. </p><p></p><p>I have a general outline that includes:</p><p></p><p>1. The major themes I want to work with. These are things like 'type of campaign' (are they treasure hunters, are they oppossing an organization or person, are they mercenaries, are they in service to a religion -- things like that), and the emotional themes I want (these follow naturally off the campaign type - a campaign where all the PC's are in service to a religion, for instance, would have more alignment-based plot points than, say, a mercenaries game).</p><p></p><p>2. The backgrounds of the characters. Everyone gets a basic campaign guide to start with that details the world and also the 'campaign type'; it tells them what does and does not normally 'fit' in the world, though they can certainly make a case for something they really want. I then look at these backgrounds and lift the salient points for later involvement. Character B served in the militia? At some point that will become important. Either an adventure will require that they know something about the militia, or they meet someone he used to serve with and thus that person can provide them with some information or some service.</p><p></p><p>There are often directed adventures in the beginning: a trader asks you to safeguard a package, or a local noble announces that there is a reward for every bandit head brought to him, or someone steals your sisters necklace and he was last seen heading towards those old ruins your parents told you not to bother.</p><p></p><p>From these, I get an idea of how the PC's interact with each other and the world. I find out what they want and then think of ways that those wants can be used to create plots. As time goes on, the campaign flow becomes more and more 'organic' I suppose you would say. If you were to drop in to see a session seven or ten weeks down the road, we'd have to stop and give you the backstory of how and why these people are in this situation and this place. By that time, everything should be flowing naturally from what went before it. They willl have made friends and enemies by this point, and those people continue to touch on the PC's lives in a natural fashion.</p><p></p><p>I sometimes say that I don't run D&D, I run a midieval soap opera. Everything should run like a soap opera: things that you did before come back to you sometime down the road. The PC's go places and do things because of what they want or what they need to achieve. I'm just making sure everything turns out fun fo everyone, that pacing stays brisk when it needs to be brisk and slows when it needs to slow, provide world details and play NPC's, set challenges to be overcome or not, and in general be a stage manager for the stars: the PC's.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 2430165, member: 3649"] I try to create a campaign that interests both myself and the players. I have a general outline that includes: 1. The major themes I want to work with. These are things like 'type of campaign' (are they treasure hunters, are they oppossing an organization or person, are they mercenaries, are they in service to a religion -- things like that), and the emotional themes I want (these follow naturally off the campaign type - a campaign where all the PC's are in service to a religion, for instance, would have more alignment-based plot points than, say, a mercenaries game). 2. The backgrounds of the characters. Everyone gets a basic campaign guide to start with that details the world and also the 'campaign type'; it tells them what does and does not normally 'fit' in the world, though they can certainly make a case for something they really want. I then look at these backgrounds and lift the salient points for later involvement. Character B served in the militia? At some point that will become important. Either an adventure will require that they know something about the militia, or they meet someone he used to serve with and thus that person can provide them with some information or some service. There are often directed adventures in the beginning: a trader asks you to safeguard a package, or a local noble announces that there is a reward for every bandit head brought to him, or someone steals your sisters necklace and he was last seen heading towards those old ruins your parents told you not to bother. From these, I get an idea of how the PC's interact with each other and the world. I find out what they want and then think of ways that those wants can be used to create plots. As time goes on, the campaign flow becomes more and more 'organic' I suppose you would say. If you were to drop in to see a session seven or ten weeks down the road, we'd have to stop and give you the backstory of how and why these people are in this situation and this place. By that time, everything should be flowing naturally from what went before it. They willl have made friends and enemies by this point, and those people continue to touch on the PC's lives in a natural fashion. I sometimes say that I don't run D&D, I run a midieval soap opera. Everything should run like a soap opera: things that you did before come back to you sometime down the road. The PC's go places and do things because of what they want or what they need to achieve. I'm just making sure everything turns out fun fo everyone, that pacing stays brisk when it needs to be brisk and slows when it needs to slow, provide world details and play NPC's, set challenges to be overcome or not, and in general be a stage manager for the stars: the PC's. [/QUOTE]
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