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General Tabletop Discussion
*Dungeons & Dragons
How Do You Fix a Campaign? (Rime of the Frostmaiden spoilers)
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<blockquote data-quote="Retreater" data-source="post: 8314284" data-attributes="member: 42040"><p>Thanks for all the feedback so far.</p><p>I do want to address that I'm not an inexperienced DM. I've been primarily a DM since I started in 2nd edition AD&D - so over 30 years of DM experience. Definitely not trying to brag - since I'm already here asking for advice - but just to say that I am capable of implementing some high end advice.</p><p>I feel some of the factors that have attributed to my subpar game is that 1) we're playing exclusively on a VTT; and 2) I've been running and preparing 4 games, each of which has suffered in its own ways.</p><p>I knew going in that RotFM was going to be a challenge to run. I did read through the whole book and got the guide (which I've never done before) - focusing most of my attention on the first two sandbox chapters. </p><p>My group consists of four players, three of whom have played for about 3 years - including some lengthy campaigns with minor sandbox elements (Curse of Strahd being one). The fourth player is a guy I've been playing with for over twenty years, but he's impulsive and likes to play random behaving characters because he doesn't like the responsibility of leadership in games. </p><p></p><p>Here's my brainstorming thought from last night. An ancient prayer had been composed that can destroy Auril (the Rime/Rhyme of the Frostmaiden). It must be performed on her island to seal her for good. The pages of the poem were scattered and have found themselves in the possession of several power groups (the Bear Clan, the Dwarves, the Goblins, Bryn Shander, and the last is on Auril's island). The dead rider on the back of the white dragon can animate in the presence of the berserkers' brazier and tell them this information, because he was the original writer. </p><p></p><p>So they will have a reason to go to these locations. A couple will focus mostly on roleplaying but others are combat-oriented.</p><p></p><p>This should give the players focus and a clear goal to take out Auril. It will also let me end the campaign in a few levels should they be ready to move on. </p><p></p><p>What do you think of that idea?</p></blockquote><p></p>
[QUOTE="Retreater, post: 8314284, member: 42040"] Thanks for all the feedback so far. I do want to address that I'm not an inexperienced DM. I've been primarily a DM since I started in 2nd edition AD&D - so over 30 years of DM experience. Definitely not trying to brag - since I'm already here asking for advice - but just to say that I am capable of implementing some high end advice. I feel some of the factors that have attributed to my subpar game is that 1) we're playing exclusively on a VTT; and 2) I've been running and preparing 4 games, each of which has suffered in its own ways. I knew going in that RotFM was going to be a challenge to run. I did read through the whole book and got the guide (which I've never done before) - focusing most of my attention on the first two sandbox chapters. My group consists of four players, three of whom have played for about 3 years - including some lengthy campaigns with minor sandbox elements (Curse of Strahd being one). The fourth player is a guy I've been playing with for over twenty years, but he's impulsive and likes to play random behaving characters because he doesn't like the responsibility of leadership in games. Here's my brainstorming thought from last night. An ancient prayer had been composed that can destroy Auril (the Rime/Rhyme of the Frostmaiden). It must be performed on her island to seal her for good. The pages of the poem were scattered and have found themselves in the possession of several power groups (the Bear Clan, the Dwarves, the Goblins, Bryn Shander, and the last is on Auril's island). The dead rider on the back of the white dragon can animate in the presence of the berserkers' brazier and tell them this information, because he was the original writer. So they will have a reason to go to these locations. A couple will focus mostly on roleplaying but others are combat-oriented. This should give the players focus and a clear goal to take out Auril. It will also let me end the campaign in a few levels should they be ready to move on. What do you think of that idea? [/QUOTE]
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How Do You Fix a Campaign? (Rime of the Frostmaiden spoilers)
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