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<blockquote data-quote="kengar" data-source="post: 78212" data-attributes="member: 3230"><p>The key to a campaign where you aren't constantly going toe-to-toe with bigger and badder monsters is roleplaying. Get your players interested in the world around them, have them deal with the same NPCs more than just once. Both friends AND enemies. An archenemy who keeps getting away or sends henchmen after the party occasionally is great fun. What's beautiful -when it works- is to have the party actually start to LIKE some NPC; the healer priest in town that raised one of them after a battle, the merchant who buys their loot, the innkeeper, etc. Then have the villain MURDER the NPC! Make sure there's a reason for it. When they find out who's behind it, the party will get FURIOUS at the villain! ("Now it's personal!!") Never mind it isn't a dragon sitting on a pile of gold and magic items, they want a piece of this guy! This can be tough to pull off -PCs are notorious for throwing spanners into these kinds of plotlines- but it will be one of your fondest DM memories if you can pull it off.</p><p></p><p>The big trick in these kinds of campaigns is to not make the foes stupid. They don't need to be geniuses, but they should be at least clever. Even a band of 5-10 goblins can be dangerous if they're just a little bit organized. I once designed a "Hobgoblin Platoon" where the only magic was a Cure Light Wounds potion that the leader had. This platoon of 10 -without ambush- nearly defeated a mounted party of 4th level adventurers (Druid, Fighter, Rogue & Illusionist). Simple tactics can go a long way.</p><p></p><p>-my 2 cp</p></blockquote><p></p>
[QUOTE="kengar, post: 78212, member: 3230"] The key to a campaign where you aren't constantly going toe-to-toe with bigger and badder monsters is roleplaying. Get your players interested in the world around them, have them deal with the same NPCs more than just once. Both friends AND enemies. An archenemy who keeps getting away or sends henchmen after the party occasionally is great fun. What's beautiful -when it works- is to have the party actually start to LIKE some NPC; the healer priest in town that raised one of them after a battle, the merchant who buys their loot, the innkeeper, etc. Then have the villain MURDER the NPC! Make sure there's a reason for it. When they find out who's behind it, the party will get FURIOUS at the villain! ("Now it's personal!!") Never mind it isn't a dragon sitting on a pile of gold and magic items, they want a piece of this guy! This can be tough to pull off -PCs are notorious for throwing spanners into these kinds of plotlines- but it will be one of your fondest DM memories if you can pull it off. The big trick in these kinds of campaigns is to not make the foes stupid. They don't need to be geniuses, but they should be at least clever. Even a band of 5-10 goblins can be dangerous if they're just a little bit organized. I once designed a "Hobgoblin Platoon" where the only magic was a Cure Light Wounds potion that the leader had. This platoon of 10 -without ambush- nearly defeated a mounted party of 4th level adventurers (Druid, Fighter, Rogue & Illusionist). Simple tactics can go a long way. -my 2 cp [/QUOTE]
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