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<blockquote data-quote="FreeTheSlaves" data-source="post: 782214" data-attributes="member: 9952"><p>In addition to all the above you could run short scenarios.</p><p></p><p>- Campaign history tells of a siege? Heck roll up 20th level meat head champions and run it, maybe have to alter notes!<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>- If you are good at balancing races, grab 4 (um, a Lammasu, Coutyl, Cloud giant and Ghost) and biff together a scenario.</p><p></p><p>- Variation of the first, assume the roles of this ages great leaders and go to war! Assign a base race for the bulk of the army, give them cool auxillery monstrous allies and then stat up some champion lords as generals. Draw a huge map and get the players to take on a greater role...</p><p></p><p>- You may want to alter styles, try free-form or dm-driven. Tell the players to go easy, they probably will and then tinker away.</p><p></p><p>- Get the players to give you an adventure outline a week before. Rough stuff like key motivations, general adventure and the possible good/bad outcomes. Fill it in but twist it twice in the middle.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>- Barroom brawl, serious. You stat up 12 npcs and give each 2 enemies and 1 friend, players grab one and viola. Make the barroom multi-level with 'secret' tunnels and other tactical stuff.</p><p></p><p>Do NOT play d&d for the sake of playing it. That will poison a cool past-time for even longer than (by the sounds) the needed break. Also make sure you are not playing d&d with someone who you don't really want to be, again poison to the system. Btw, I recently stopped playing in one group for the above reasons. Sure enough my sole current group now rocks.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 782214, member: 9952"] In addition to all the above you could run short scenarios. - Campaign history tells of a siege? Heck roll up 20th level meat head champions and run it, maybe have to alter notes!;) - If you are good at balancing races, grab 4 (um, a Lammasu, Coutyl, Cloud giant and Ghost) and biff together a scenario. - Variation of the first, assume the roles of this ages great leaders and go to war! Assign a base race for the bulk of the army, give them cool auxillery monstrous allies and then stat up some champion lords as generals. Draw a huge map and get the players to take on a greater role... - You may want to alter styles, try free-form or dm-driven. Tell the players to go easy, they probably will and then tinker away. - Get the players to give you an adventure outline a week before. Rough stuff like key motivations, general adventure and the possible good/bad outcomes. Fill it in but twist it twice in the middle.:p - Barroom brawl, serious. You stat up 12 npcs and give each 2 enemies and 1 friend, players grab one and viola. Make the barroom multi-level with 'secret' tunnels and other tactical stuff. Do NOT play d&d for the sake of playing it. That will poison a cool past-time for even longer than (by the sounds) the needed break. Also make sure you are not playing d&d with someone who you don't really want to be, again poison to the system. Btw, I recently stopped playing in one group for the above reasons. Sure enough my sole current group now rocks.:) [/QUOTE]
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