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Intended Length of the Campaign at the Beginning
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<blockquote data-quote="Alasomorph" data-source="post: 5460079" data-attributes="member: 13763"><p>I used to plan campaigns to last from level 1 all the way to 20 with one over-arching story theme or objective.</p><p></p><p>It took me a couple of years to realize this just doesn't work. People get bored, real life gets in the way, players come and go. This approach can also be inflexible and ultimately restrictive. Worst of all is when the DM gets bored with his own story!</p><p></p><p>I still write the 'grand story arc' but it is never more than a couple of sentences.</p><p></p><p>Levels 1-2 is always an intro adventure to let the players bed into their new characters, and switch them if they wish. Nothing story intensive happens here. A few plot hooks and background information, but nothing that really ties individual characters to the general story arc of the campaign.</p><p></p><p>Levels 3-4 is when the story gets thrown in. Lots of NPC's, history and investment in the characters.</p><p></p><p>Levels 5-10 are planned to have 2 or 3 story arcs that get resolved throughout this bracket (think motion picture trilogies). No planning for the next block of 5 levels until they are almost upon me.</p><p></p><p>Levels 11-15 are normally when campaigns run out of steam so this is when you crank it up. 2 or 3 more story arcs arise as a consequence of the players actions in levels 1-10. I aim to finish the campaign around the end of this bracket. If the players want more then great, good job! If that's the case you get to build on the story so far and fall back on that 'grand story arc'.</p><p></p><p>Another good thing about this modular design is that there are natural break points to play other games then come back (again think motion pictures, TV series finale's and novel trilogies). </p><p></p><p>Alternate your DM's or even campaigns (maybe set in the same world where the outcome of one campaign arc effects another). Play rather than DM for a bit. Where players are concerned absence normally makes the heart grow fonder of their characters.</p></blockquote><p></p>
[QUOTE="Alasomorph, post: 5460079, member: 13763"] I used to plan campaigns to last from level 1 all the way to 20 with one over-arching story theme or objective. It took me a couple of years to realize this just doesn't work. People get bored, real life gets in the way, players come and go. This approach can also be inflexible and ultimately restrictive. Worst of all is when the DM gets bored with his own story! I still write the 'grand story arc' but it is never more than a couple of sentences. Levels 1-2 is always an intro adventure to let the players bed into their new characters, and switch them if they wish. Nothing story intensive happens here. A few plot hooks and background information, but nothing that really ties individual characters to the general story arc of the campaign. Levels 3-4 is when the story gets thrown in. Lots of NPC's, history and investment in the characters. Levels 5-10 are planned to have 2 or 3 story arcs that get resolved throughout this bracket (think motion picture trilogies). No planning for the next block of 5 levels until they are almost upon me. Levels 11-15 are normally when campaigns run out of steam so this is when you crank it up. 2 or 3 more story arcs arise as a consequence of the players actions in levels 1-10. I aim to finish the campaign around the end of this bracket. If the players want more then great, good job! If that's the case you get to build on the story so far and fall back on that 'grand story arc'. Another good thing about this modular design is that there are natural break points to play other games then come back (again think motion pictures, TV series finale's and novel trilogies). Alternate your DM's or even campaigns (maybe set in the same world where the outcome of one campaign arc effects another). Play rather than DM for a bit. Where players are concerned absence normally makes the heart grow fonder of their characters. [/QUOTE]
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