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How do you move things along in a campaign?
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 2748324" data-attributes="member: 12388"><p>I've always tried to get my players to have some character goals, just as many have said already on the thread.</p><p></p><p>Something else I try really hard to show the players in my Realms Campaign is how busy the game world is around them. Specifically, even the smallest village needs to trade with other towns to survive. This means there's always an influx of visitors from other places, and always a 'need' (or stress, or desire; depending on situation) for townsfolk to produce wares for trade, or sell enough goods in the town to buy what they need when the next trade wagon/caravan rolls into the village.</p><p></p><p>From this, you can draw up adventure ideas as needed, if you decide your players have had enough downtime/you need to get things moving:</p><p></p><p>*If there are slavers in your game world, perhaps a mage in the employ of slavers leads a group of the same, where all are disguised as merchants and caravan guards, with the intent of casing the town and kidnapping the choicest people to sell off.</p><p></p><p>*Maybe a merchant who trades with the town foolishly hired mercenary NPCs as gaurds for his caravan, who themselves end up starting a brawl and trying to intimidate the townsfolk in the very Inn the PCs are staying at. Should the PCs put down the mercenaries, maybe the merchant offers to hire <em>them</em> instead.</p><p></p><p>*Maybe one of the PCs witnesses a member of a noble/merchant family sneaking in or out of the home of a rival merchant family, with something obviously concealed beneath his cloak.</p><p></p><p>*Perhaps the Inn where the PCs stay is considered “neutral ground” for settling disputes in the town. While the PCs are at the Inn, an argument between to townsfolk (say the two richest, most-likely-to-feud people in the town) erupts into a brawl and looks ready to graduate into bloodshed unless someone puts a stop to the fight. </p><p></p><p>And even if you don’t intend to hook your players right away, it’s still good to describe what’s going on around them, just so <em>they</em> stay focused on your game world.</p><p></p><p>That way, when you do introduce an adventure hook, it doesn’t seem contrived to them and they naturally take it in stride.</p><p></p><p>Hope this helps!</p><p></p><p>J. Grenemyer</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 2748324, member: 12388"] I've always tried to get my players to have some character goals, just as many have said already on the thread. Something else I try really hard to show the players in my Realms Campaign is how busy the game world is around them. Specifically, even the smallest village needs to trade with other towns to survive. This means there's always an influx of visitors from other places, and always a 'need' (or stress, or desire; depending on situation) for townsfolk to produce wares for trade, or sell enough goods in the town to buy what they need when the next trade wagon/caravan rolls into the village. From this, you can draw up adventure ideas as needed, if you decide your players have had enough downtime/you need to get things moving: *If there are slavers in your game world, perhaps a mage in the employ of slavers leads a group of the same, where all are disguised as merchants and caravan guards, with the intent of casing the town and kidnapping the choicest people to sell off. *Maybe a merchant who trades with the town foolishly hired mercenary NPCs as gaurds for his caravan, who themselves end up starting a brawl and trying to intimidate the townsfolk in the very Inn the PCs are staying at. Should the PCs put down the mercenaries, maybe the merchant offers to hire [i]them[/i] instead. *Maybe one of the PCs witnesses a member of a noble/merchant family sneaking in or out of the home of a rival merchant family, with something obviously concealed beneath his cloak. *Perhaps the Inn where the PCs stay is considered “neutral ground” for settling disputes in the town. While the PCs are at the Inn, an argument between to townsfolk (say the two richest, most-likely-to-feud people in the town) erupts into a brawl and looks ready to graduate into bloodshed unless someone puts a stop to the fight. And even if you don’t intend to hook your players right away, it’s still good to describe what’s going on around them, just so [i]they[/i] stay focused on your game world. That way, when you do introduce an adventure hook, it doesn’t seem contrived to them and they naturally take it in stride. Hope this helps! J. Grenemyer [/QUOTE]
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