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<blockquote data-quote="Phoenix8008" data-source="post: 4663822" data-attributes="member: 211"><p>Yes, Stonegod does I'm sure. And others of us that dealt with the LEW Mega-adventure could say much of the same. First let me define: you said BIG adventure. Any one adventure is the same as any other, no big problem. The Mega-adventure was a monster of an undertaking that involved (I think) 6 separate adventures all thematically tied together into one over-arcing plot. If I remember right, each mission was looking for a piece of a dracolich's phylactery. It was hell right from the beginning.</p><p></p><p>The huge starter thread where all PC's wanting to be involved went to the same place and did stuff IC to be briefed on the mega-plot and then hash out who was going where took forever in and of itself. Then we finally got things started in each separate adventure and most of them ended up grounding to a halt quickly. Mostly DM's dropping out due to lack of time suddenly. But since most of the 6 adventures were being run by the same few DM's it all bogged down. I'll let Stonegod fill in other details that he wants, but it was a good sounding idea that didn't work out so well in application.</p><p></p><p>IF something of the sort were ever going to be tried again I would offer the following advice:</p><p>1- Don't link the various adventures thematically from the beginning. Let them evolve into being a linked set of happenings. Run the adventure and have the result from its conclusion show up as a piece to the puzzle of the mega-plot. I mean the designers of the mega-plot can see how they all fit together in the beginning, but don't hold a mass conference telling the whole city what the goal is and then try to hash out who is going where.</p><p></p><p>2- Don't have only one or two DM's running the whole show and all the various adventures. I understand it was for secrecy's sake so that the big plot wouldn't be known to as many, but with all the pressure on just a couple people its easy to push them right out of having time to play at all.</p><p></p><p>That's all I can think of this early in the morning. And my memory might be a little fuzzy on some things, so correct me if I was wrong on any facts, by all means. Again I loved (and still love) the IDEA of a mega adventure, but pulling it off must be a VERY tough job to do.</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 4663822, member: 211"] Yes, Stonegod does I'm sure. And others of us that dealt with the LEW Mega-adventure could say much of the same. First let me define: you said BIG adventure. Any one adventure is the same as any other, no big problem. The Mega-adventure was a monster of an undertaking that involved (I think) 6 separate adventures all thematically tied together into one over-arcing plot. If I remember right, each mission was looking for a piece of a dracolich's phylactery. It was hell right from the beginning. The huge starter thread where all PC's wanting to be involved went to the same place and did stuff IC to be briefed on the mega-plot and then hash out who was going where took forever in and of itself. Then we finally got things started in each separate adventure and most of them ended up grounding to a halt quickly. Mostly DM's dropping out due to lack of time suddenly. But since most of the 6 adventures were being run by the same few DM's it all bogged down. I'll let Stonegod fill in other details that he wants, but it was a good sounding idea that didn't work out so well in application. IF something of the sort were ever going to be tried again I would offer the following advice: 1- Don't link the various adventures thematically from the beginning. Let them evolve into being a linked set of happenings. Run the adventure and have the result from its conclusion show up as a piece to the puzzle of the mega-plot. I mean the designers of the mega-plot can see how they all fit together in the beginning, but don't hold a mass conference telling the whole city what the goal is and then try to hash out who is going where. 2- Don't have only one or two DM's running the whole show and all the various adventures. I understand it was for secrecy's sake so that the big plot wouldn't be known to as many, but with all the pressure on just a couple people its easy to push them right out of having time to play at all. That's all I can think of this early in the morning. And my memory might be a little fuzzy on some things, so correct me if I was wrong on any facts, by all means. Again I loved (and still love) the IDEA of a mega adventure, but pulling it off must be a VERY tough job to do. [/QUOTE]
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