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Making a (drastic) campaign course correction...
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<blockquote data-quote="weem" data-source="post: 4857346" data-attributes="member: 9470"><p><strong><span style="color: Red">@Brad L - Don't read this...</span></strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Ok (I'm long-winded, so I will try and trim this down)...</p><p></p><p>My current (4e) campaign has now had over 22-ish sessions. We started at 4e's release. The players are now level 12.</p><p></p><p>The way the campaign has been progressing, the action has been building towards this event that would occur somewhere in the mid paragon levels. One that would end the campaign (no one says these need to go to 30 right?).</p><p></p><p>I gave the players this impression back when they were around levels 8-9, and I started asking what they wanted to see in the next (new) campaign - what sounded fun to them essentially - those discussions were fine, they seemed relatively excited.</p><p></p><p>Recently they been saying they wish they could get to play more in the Paragon levels as they know this is coming to a close and won't get much of a chance to in this campaign. We have talked about advancing through the heroic levels faster in the next campaign, perhaps even starting around level 3-4 instead of 1 (I/They don't want to auto start in Paragon levels).</p><p></p><p>So, what I have been considering now is to put the new campaign on the back burner by drastically changing the course of the current campaign - pushing off/away the event that is coming soon (one they are aware of). This idea appeals to me because they get that extended time in the Paragon levels they want (who knows, maybe we get to Epic even), and at the same time it would allow me to move away from some things they are in the middle of now that I am not that into.</p><p></p><p>Here is the question...</p><p></p><p><span style="color: DarkOrange"><strong>Have you made a drastic turn in your campaign to pull out of something(s) you were not happy with? If so, how did it turn out - were the players resentful for the change in focus or did it add a new sense of adventure/excitement to the game? (Bonus for examples)</strong></span></p><p></p><p></p><p><strong>-- Want more details? See below --</strong></p><p></p><p>The group was tasked with specific individual... tasks... to complete in order to face a larger challenge ahead. I thought of it like a long skill challenge. They each received tasks they could do and then over the course of a month (basically each Saturday) was a game devoted to a specific player, with the other players playing NPC's for that players task (now I feel like I have posted this somewhere... deju vu).</p><p></p><p>So, to give you an example, the Dragonborn Fighter was tasked with going to his homeland to get as much help as possible (by the end, he came out with 412 Soldiers), the other players playing members of his clan who knew him and wanted to help take down a rival clan leaders men and finally the leader himself (epic fight btw, 1 vs 1). The Cleric went after a relic in a buried temple facing the undead, the other players playing people from his church who went along to help him - you get the idea.</p><p></p><p>All of this with the end goal of relocating a fort that is 'blinking' through various planes, fighting into it (it can defend itself pretty well) and cleansing it (it is possessed by some powerful entity) in order to not only keep it out of the hands of a snake-like race of creatures bent on using it in their war on an ancient valley and its people, but to use it to defend those people *takes breath*</p><p></p><p>So I have a Dragonborn with soldiers at his back, a Cleric with a relic that has the power to cleanse the fort (they hope), a Wizard who is now a Sorcerer (long, but cool story) and a Rogue who was with the Sorcerer (a new player replacing another, so he didn't have an individual task)...</p><p></p><p>...and I want to basically say... "yea... and now for something completely different!". I have ideas on how to do it (it needs to fit with the story somehow) but all of them are pretty drastic obviously as they would require (for one example) the Dragonborn to leave/lose the soldiers.</p><p></p><p>My primary idea at this point...</p><p></p><p>Finding the fort, cleansing it, etc only to have it 'crash' (after cleansing) in another plane leaving much room for (new) adventuring (and time to pass) before eventually getting back to the 'snake people' threat at home - maybe even during epic levels at which point the s--t will have gone down already and they will have to deal with the aftermath.</p><p></p><p><span style="color: DarkOrange"><strong>So, how does that sound to you and/or does anything interesting come to mind idea-wise?</strong></span></p><p></p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="weem, post: 4857346, member: 9470"] [B][COLOR="Red"]@Brad L - Don't read this...[/COLOR][/B] Ok (I'm long-winded, so I will try and trim this down)... My current (4e) campaign has now had over 22-ish sessions. We started at 4e's release. The players are now level 12. The way the campaign has been progressing, the action has been building towards this event that would occur somewhere in the mid paragon levels. One that would end the campaign (no one says these need to go to 30 right?). I gave the players this impression back when they were around levels 8-9, and I started asking what they wanted to see in the next (new) campaign - what sounded fun to them essentially - those discussions were fine, they seemed relatively excited. Recently they been saying they wish they could get to play more in the Paragon levels as they know this is coming to a close and won't get much of a chance to in this campaign. We have talked about advancing through the heroic levels faster in the next campaign, perhaps even starting around level 3-4 instead of 1 (I/They don't want to auto start in Paragon levels). So, what I have been considering now is to put the new campaign on the back burner by drastically changing the course of the current campaign - pushing off/away the event that is coming soon (one they are aware of). This idea appeals to me because they get that extended time in the Paragon levels they want (who knows, maybe we get to Epic even), and at the same time it would allow me to move away from some things they are in the middle of now that I am not that into. Here is the question... [COLOR="DarkOrange"][B]Have you made a drastic turn in your campaign to pull out of something(s) you were not happy with? If so, how did it turn out - were the players resentful for the change in focus or did it add a new sense of adventure/excitement to the game? (Bonus for examples)[/B][/COLOR] [B]-- Want more details? See below --[/B] The group was tasked with specific individual... tasks... to complete in order to face a larger challenge ahead. I thought of it like a long skill challenge. They each received tasks they could do and then over the course of a month (basically each Saturday) was a game devoted to a specific player, with the other players playing NPC's for that players task (now I feel like I have posted this somewhere... deju vu). So, to give you an example, the Dragonborn Fighter was tasked with going to his homeland to get as much help as possible (by the end, he came out with 412 Soldiers), the other players playing members of his clan who knew him and wanted to help take down a rival clan leaders men and finally the leader himself (epic fight btw, 1 vs 1). The Cleric went after a relic in a buried temple facing the undead, the other players playing people from his church who went along to help him - you get the idea. All of this with the end goal of relocating a fort that is 'blinking' through various planes, fighting into it (it can defend itself pretty well) and cleansing it (it is possessed by some powerful entity) in order to not only keep it out of the hands of a snake-like race of creatures bent on using it in their war on an ancient valley and its people, but to use it to defend those people *takes breath* So I have a Dragonborn with soldiers at his back, a Cleric with a relic that has the power to cleanse the fort (they hope), a Wizard who is now a Sorcerer (long, but cool story) and a Rogue who was with the Sorcerer (a new player replacing another, so he didn't have an individual task)... ...and I want to basically say... "yea... and now for something completely different!". I have ideas on how to do it (it needs to fit with the story somehow) but all of them are pretty drastic obviously as they would require (for one example) the Dragonborn to leave/lose the soldiers. My primary idea at this point... Finding the fort, cleansing it, etc only to have it 'crash' (after cleansing) in another plane leaving much room for (new) adventuring (and time to pass) before eventually getting back to the 'snake people' threat at home - maybe even during epic levels at which point the s--t will have gone down already and they will have to deal with the aftermath. [COLOR="DarkOrange"][B]So, how does that sound to you and/or does anything interesting come to mind idea-wise?[/B][/COLOR] Thanks! [/QUOTE]
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