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<blockquote data-quote="pming" data-source="post: 5866653" data-attributes="member: 45197"><p>Hiya.</p><p> </p><p> Tell them.</p><p> </p><p> Seriously. Have you talked to them (your players) about this? Just ask them if they would be interested in an "all-forest", fey-focused campaign. If they say "Sure, could do that"., then give them the overview of what the campaign will focus on; tell them that it takes place within the confines of a magically-altered almost-demi-plane fey-forest area and that "something" (re: bad guy) is trying to expand it's influence across the whole of the land...maybe the world!</p><p> </p><p> Next, if they like the idea, when playing make sure to drop blunt-hints about the whole plane-warping magics going on...that way, when they do get 'teleport', and you inform them that they don't actually arrive in Capital City, 700miles away, but in stead arrive at Silverspring Enclave, 7 miles away, they aren't totally shocked. Do the same kind of thing with the elves. Drop blunt-hints so that by the third or so session the players have a *strong* suspecion that the elves/fey of the forest are not really themselves. That they are under some kind of outside influence and not in their "right mind" (re: that they are somewhat 'innocent' of their actions). This way they remain 'antagonists', but 'unwilling-antagonists'...this *should* lead the players to at least try and resist wholesale slaughter of the fey-folk.</p><p> </p><p> What this all boils down to...player-DM communication. In my experience, for "big" things, it's best to just tell your players what you have planned for the overall theme/story. That way everyone knows, at least generally, what to expect. No point in the DM writing up a heavy intregue based city-oriented campaign, for example, and then the players all making barbarians, rangers and druids, aquiring a ship, and setting off to explore the island chain to the west. <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>^_^</p><p> </p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 5866653, member: 45197"] Hiya. Tell them. Seriously. Have you talked to them (your players) about this? Just ask them if they would be interested in an "all-forest", fey-focused campaign. If they say "Sure, could do that"., then give them the overview of what the campaign will focus on; tell them that it takes place within the confines of a magically-altered almost-demi-plane fey-forest area and that "something" (re: bad guy) is trying to expand it's influence across the whole of the land...maybe the world! Next, if they like the idea, when playing make sure to drop blunt-hints about the whole plane-warping magics going on...that way, when they do get 'teleport', and you inform them that they don't actually arrive in Capital City, 700miles away, but in stead arrive at Silverspring Enclave, 7 miles away, they aren't totally shocked. Do the same kind of thing with the elves. Drop blunt-hints so that by the third or so session the players have a *strong* suspecion that the elves/fey of the forest are not really themselves. That they are under some kind of outside influence and not in their "right mind" (re: that they are somewhat 'innocent' of their actions). This way they remain 'antagonists', but 'unwilling-antagonists'...this *should* lead the players to at least try and resist wholesale slaughter of the fey-folk. What this all boils down to...player-DM communication. In my experience, for "big" things, it's best to just tell your players what you have planned for the overall theme/story. That way everyone knows, at least generally, what to expect. No point in the DM writing up a heavy intregue based city-oriented campaign, for example, and then the players all making barbarians, rangers and druids, aquiring a ship, and setting off to explore the island chain to the west. ;) ^_^ Paul L. Ming [/QUOTE]
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