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<blockquote data-quote="Kheti sa-Menik" data-source="post: 3880558" data-attributes="member: 22721"><p>My group alternates campaigns (see my sig), so I run for a month then we switch to the other campaign and the other DM runs for a month. It allows the not-running DM to recharge, prep for a month and be a player. It also keeps the campaigns from becoming tired. </p><p></p><p>In the month when the other DM runs, I plot out what I think will happen for next month in my game - make notes as to where I think the PCs are headed, make some NPCs, think long term about where things are going, where the world is going, etc. In the month I run, I spend most of the time between weekly sessions figuring out what materials I'll need for next session.</p><p></p><p>Overall I tend to use a Dungeon Mag/Module/downloaded adventure, jigger it so it fits in my campaign, and then plot how the PCs will get to where it takes place. There's a lot of travel involved so I don't use one module on top of another.</p><p></p><p>I layed things out like this so far:</p><p></p><p>PCs form a party at City A; segue to </p><p>Basic D&D Mod B1: In Search of the Unknown in an old keep outside the city; then</p><p>PCs are hired to guard a mine and travel to desert mountain area where the mind is, have encountered along way; segue to</p><p>Goodman Games DCC#1: Idylls of the Rat King where lycanthropic Thri-Kreen replace wererats and Silverton is the mining town; then</p><p>PCs settle into mining town and solve a murder, uncover a vampire plot, and discover an invasion of tribals in the area - evacuate town, forced to run to nearby abandoned mines where they segue to;</p><p>Goodman Games DCC# 27:Revenge of the Rat King; </p><p>PCs return to nearby city two players create new PCs and one player leaves the game, new PCs have hooks which pair them with an NPC guide and they travel for a long way to another city where I will run another module.</p><p></p><p>The links between each are the toughest to write. I don't want to have so many encounters that the PCs never get around to the mission/plot, but I don't want them to get complacent about the dangers in the campaign world.</p><p>Plus they are kind of being dogged by a powerful enemy.</p></blockquote><p></p>
[QUOTE="Kheti sa-Menik, post: 3880558, member: 22721"] My group alternates campaigns (see my sig), so I run for a month then we switch to the other campaign and the other DM runs for a month. It allows the not-running DM to recharge, prep for a month and be a player. It also keeps the campaigns from becoming tired. In the month when the other DM runs, I plot out what I think will happen for next month in my game - make notes as to where I think the PCs are headed, make some NPCs, think long term about where things are going, where the world is going, etc. In the month I run, I spend most of the time between weekly sessions figuring out what materials I'll need for next session. Overall I tend to use a Dungeon Mag/Module/downloaded adventure, jigger it so it fits in my campaign, and then plot how the PCs will get to where it takes place. There's a lot of travel involved so I don't use one module on top of another. I layed things out like this so far: PCs form a party at City A; segue to Basic D&D Mod B1: In Search of the Unknown in an old keep outside the city; then PCs are hired to guard a mine and travel to desert mountain area where the mind is, have encountered along way; segue to Goodman Games DCC#1: Idylls of the Rat King where lycanthropic Thri-Kreen replace wererats and Silverton is the mining town; then PCs settle into mining town and solve a murder, uncover a vampire plot, and discover an invasion of tribals in the area - evacuate town, forced to run to nearby abandoned mines where they segue to; Goodman Games DCC# 27:Revenge of the Rat King; PCs return to nearby city two players create new PCs and one player leaves the game, new PCs have hooks which pair them with an NPC guide and they travel for a long way to another city where I will run another module. The links between each are the toughest to write. I don't want to have so many encounters that the PCs never get around to the mission/plot, but I don't want them to get complacent about the dangers in the campaign world. Plus they are kind of being dogged by a powerful enemy. [/QUOTE]
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