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I love it when a Campaign Arc comes together
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<blockquote data-quote="The Coffee Cat" data-source="post: 5057767" data-attributes="member: 86840"><p>Generally I map out the broad strokes and fill in the details of how to advance the plot to the next step only when I plan the actual session. I started with mapping out several factions with different goals that would occasionally clash, and then I planted some NPCs with hidden backgrounds among those that the players knew beforehand, and some they met on the way (not every named NPC has a hidden background of course, but probably as much as half - that way I can reveal some early and some not until the very end). With parallel plots that can progress relatively independent of one another, the order the PCs tackle them in isn't crucial.</p><p></p><p>My response to unexpected PC input is to generally run with it and try to progress at least one of the plots if I can (there are also more self-contained sub-plots that, while less important in the long term, can be resolved faster so not every resolution happens at the end of the tier).</p><p></p><p>As an example of relevant options, my players just reached a city after slaying a dragon. They are told that two armies (one imperial, one savage) are about to clash over a mystical forest nearby, and the town would be trapped in the middle. Additionally, the town has had an undead problem lately. Now, the players can choose whether to seek out the savages, the imperial army or deal with the undead problem. And if they ever run across the local lord, he'll recognize the items they took from his son (the dragon they slew) and they'll be thrown in jail.</p><p></p><p>It should be mentioned that among the savages are the tribe of my group's shaman, who has recently suffered a change of leadership which might not be beneficial to them. And the imperial general is the estranged father of the paladin. Hence the plots rooted in these two characters' backgrounds will both progress and intersect. And the undead problem is another precursor to the revelation of a massive invasion from the Shadowfell, which will shake the world (hence avoiding civil war between the two sides is kind of important in the long run). The dragon plot is more self-contained and will be completely resolved, since dealing with the opposing armies and undead should swing public opinion in the PCs favor... but then again, the local lord might pay the PCs a visit later... hmm... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Stealth Edit: As for pacing, I handle it by moving another plot along while I wait for one to resolve, in case that wasn't clear. There's always <em>some</em> interesting plot progressing (or some sub-plot being resolved) - the downside to this is of course that the players can forget things, but they generally remember the most important things the next time a particular plot moves further.</p></blockquote><p></p>
[QUOTE="The Coffee Cat, post: 5057767, member: 86840"] Generally I map out the broad strokes and fill in the details of how to advance the plot to the next step only when I plan the actual session. I started with mapping out several factions with different goals that would occasionally clash, and then I planted some NPCs with hidden backgrounds among those that the players knew beforehand, and some they met on the way (not every named NPC has a hidden background of course, but probably as much as half - that way I can reveal some early and some not until the very end). With parallel plots that can progress relatively independent of one another, the order the PCs tackle them in isn't crucial. My response to unexpected PC input is to generally run with it and try to progress at least one of the plots if I can (there are also more self-contained sub-plots that, while less important in the long term, can be resolved faster so not every resolution happens at the end of the tier). As an example of relevant options, my players just reached a city after slaying a dragon. They are told that two armies (one imperial, one savage) are about to clash over a mystical forest nearby, and the town would be trapped in the middle. Additionally, the town has had an undead problem lately. Now, the players can choose whether to seek out the savages, the imperial army or deal with the undead problem. And if they ever run across the local lord, he'll recognize the items they took from his son (the dragon they slew) and they'll be thrown in jail. It should be mentioned that among the savages are the tribe of my group's shaman, who has recently suffered a change of leadership which might not be beneficial to them. And the imperial general is the estranged father of the paladin. Hence the plots rooted in these two characters' backgrounds will both progress and intersect. And the undead problem is another precursor to the revelation of a massive invasion from the Shadowfell, which will shake the world (hence avoiding civil war between the two sides is kind of important in the long run). The dragon plot is more self-contained and will be completely resolved, since dealing with the opposing armies and undead should swing public opinion in the PCs favor... but then again, the local lord might pay the PCs a visit later... hmm... ;) Stealth Edit: As for pacing, I handle it by moving another plot along while I wait for one to resolve, in case that wasn't clear. There's always [I]some[/I] interesting plot progressing (or some sub-plot being resolved) - the downside to this is of course that the players can forget things, but they generally remember the most important things the next time a particular plot moves further. [/QUOTE]
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