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Making a (drastic) campaign course correction...
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<blockquote data-quote="vyme" data-source="post: 4857384" data-attributes="member: 83930"><p>First of all, I really like the "focus on one character, with supporting cast" idea. Just so I'm sure I'm getting the right idea... the other players are playing one or two session characters that then move on, right? Not just their usual characters in supporting roles?</p><p></p><p>If you're already dealing with multiple planes, then the idea of having the fort crash opens up a world (er... plane) of possibilities. Maybe it's a bit cliche, but if you strand them in a pocket dimension where "time flows differently," then they could potentially adventure for many levels, and return to the primary threat shortly after they'd left. This has the added bonus of: 1) forcing them into a strange environment where they can learn foreign things, acquire foreign items, and be presented with foreign challenges & 2) return to face the epic snake-people threat as... well... epic characters.</p><p></p><p>You will, of course, have to find a way to strand the Dragonborn's soldiers elsewhere. But think of the cinematic moment as he and the fort disappear for a few minutes, the soldiers start to panic... then suddenly he reappears more powerful than ever, equipped with a shiny new weapon (or whatever).</p><p></p><p>So, my suggestion would be to go with the idea you've already started to formulate, but make sure you have a well-developed demi-plane to lead them through for at least a couple of levels. Whether it's a simple "search for a portal out of here" or a "we seem to have become embroiled in the local crisis," if you do it well, your players will get into it.</p></blockquote><p></p>
[QUOTE="vyme, post: 4857384, member: 83930"] First of all, I really like the "focus on one character, with supporting cast" idea. Just so I'm sure I'm getting the right idea... the other players are playing one or two session characters that then move on, right? Not just their usual characters in supporting roles? If you're already dealing with multiple planes, then the idea of having the fort crash opens up a world (er... plane) of possibilities. Maybe it's a bit cliche, but if you strand them in a pocket dimension where "time flows differently," then they could potentially adventure for many levels, and return to the primary threat shortly after they'd left. This has the added bonus of: 1) forcing them into a strange environment where they can learn foreign things, acquire foreign items, and be presented with foreign challenges & 2) return to face the epic snake-people threat as... well... epic characters. You will, of course, have to find a way to strand the Dragonborn's soldiers elsewhere. But think of the cinematic moment as he and the fort disappear for a few minutes, the soldiers start to panic... then suddenly he reappears more powerful than ever, equipped with a shiny new weapon (or whatever). So, my suggestion would be to go with the idea you've already started to formulate, but make sure you have a well-developed demi-plane to lead them through for at least a couple of levels. Whether it's a simple "search for a portal out of here" or a "we seem to have become embroiled in the local crisis," if you do it well, your players will get into it. [/QUOTE]
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