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I love it when a Campaign Arc comes together
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<blockquote data-quote="Barastrondo" data-source="post: 5035947" data-attributes="member: 3820"><p>The way I do it is like so:</p><p></p><p>Introduce as many storylines and plots as I feel inspired to run with. </p><p></p><p>Then, see what the players react best to. As they get involved with their favorite plot, let them discover more and more about how it's more dangerous and far-reaching than they'd initially expected, and then let them take the hammer to it. </p><p></p><p>If there are plotlines they utterly discard, that's fine. I'm lazy. Those plotlines are unlikely to become too significant, or the PCs will run into ways to get NPCs to handle the stuff they don't want to do for them. I'm a firm believer in there being consequences for player choices, but I'm also a firm believer that the choice of what sounds most or least interesting is exempt. Players should never be punished for ignoring a plot thread because it didn't sound like it would be their kind of fun. </p><p></p><p>On top of this, when running D&D usually I plan no more than five levels out at a time. (In other games, I might think in terms of "seasons", if the inspiration is a TV show structure, for instance.) Start at 1st level, think about a potential dramatic culmination at 5th, and be ready to pull it off earlier if the campaign has to finish earlier. If the players get to 5th, see if they want to go to 10th, and start anew. There are a lot of games to play out there, so I don't want to commit to anything particularly lengthy at once. The players will let me know if continuing the game is their first preference.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5035947, member: 3820"] The way I do it is like so: Introduce as many storylines and plots as I feel inspired to run with. Then, see what the players react best to. As they get involved with their favorite plot, let them discover more and more about how it's more dangerous and far-reaching than they'd initially expected, and then let them take the hammer to it. If there are plotlines they utterly discard, that's fine. I'm lazy. Those plotlines are unlikely to become too significant, or the PCs will run into ways to get NPCs to handle the stuff they don't want to do for them. I'm a firm believer in there being consequences for player choices, but I'm also a firm believer that the choice of what sounds most or least interesting is exempt. Players should never be punished for ignoring a plot thread because it didn't sound like it would be their kind of fun. On top of this, when running D&D usually I plan no more than five levels out at a time. (In other games, I might think in terms of "seasons", if the inspiration is a TV show structure, for instance.) Start at 1st level, think about a potential dramatic culmination at 5th, and be ready to pull it off earlier if the campaign has to finish earlier. If the players get to 5th, see if they want to go to 10th, and start anew. There are a lot of games to play out there, so I don't want to commit to anything particularly lengthy at once. The players will let me know if continuing the game is their first preference. [/QUOTE]
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I love it when a Campaign Arc comes together
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