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<blockquote data-quote="ninjayeti" data-source="post: 8517463" data-attributes="member: 6789120"><p>Sounds like you have some cool ideas. </p><p></p><p>First, <strong>focus on the next adventure </strong>rather than trying to map out the whole campaign in advance. Doing a ton of planning in advance is unnecessary, and stories often go in unexpected directions, so it can be counterproductive. Sounds like your PC's start stranded at sea - how do they survive and return to land? Wash up on a mysterious island? Captured by sahuagin? Rescued by sea elves? You can run this adventure perfectly well even if you have no idea what the next step is. </p><p></p><p>Second, <strong>if you know what the bad guys are doing, you can figure out how the PC's intersect with that.</strong> Sounds like the bad guys stole some tinker guild plans. The PC's have a motivation to recover the plans and lead on the thieves. How do they find them and what happens when they do? </p><p></p><p>Third, a linear structure, where <strong>each adventure provides a hook to the next one</strong>, is fairly easy and can work well for a campaign like this. Each adventure has 1) a hook that gets resolved (the stolen tinker plans); 2) some information on the overall plot (the thieves were not simple pirates, but members of a demonic cult); and 3) a hook to the next adventure (the the cultists have a captive gnome artificer, who built the device from the plans; the artificer and device were taken to a new location). </p><p></p><p>Finally, <strong>don't try to stretch things out too far.</strong> You don't need to map out a years-long adventure path that takes the PC's to level 20. Build in as many or as few adventures into the arc as make sense and cap it with a satisfying finale before the players start to lose their enthusiasm for the story. </p><p></p><p>If all else fails, <strong>an episodic campaign is a great option</strong>. Writing one adventure is easier (and less intimidating) than writing a longer arc, and is probably the best option for newer DMs. Once you have a few successful (or even no-so-successful) episodic adventures under your belt you will have a lot more skill and confidence to tackle a more ambitious projects.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 8517463, member: 6789120"] Sounds like you have some cool ideas. First, [B]focus on the next adventure [/B]rather than trying to map out the whole campaign in advance. Doing a ton of planning in advance is unnecessary, and stories often go in unexpected directions, so it can be counterproductive. Sounds like your PC's start stranded at sea - how do they survive and return to land? Wash up on a mysterious island? Captured by sahuagin? Rescued by sea elves? You can run this adventure perfectly well even if you have no idea what the next step is. Second, [B]if you know what the bad guys are doing, you can figure out how the PC's intersect with that.[/B] Sounds like the bad guys stole some tinker guild plans. The PC's have a motivation to recover the plans and lead on the thieves. How do they find them and what happens when they do? Third, a linear structure, where [B]each adventure provides a hook to the next one[/B], is fairly easy and can work well for a campaign like this. Each adventure has 1) a hook that gets resolved (the stolen tinker plans); 2) some information on the overall plot (the thieves were not simple pirates, but members of a demonic cult); and 3) a hook to the next adventure (the the cultists have a captive gnome artificer, who built the device from the plans; the artificer and device were taken to a new location). Finally, [B]don't try to stretch things out too far.[/B] You don't need to map out a years-long adventure path that takes the PC's to level 20. Build in as many or as few adventures into the arc as make sense and cap it with a satisfying finale before the players start to lose their enthusiasm for the story. If all else fails, [B]an episodic campaign is a great option[/B]. Writing one adventure is easier (and less intimidating) than writing a longer arc, and is probably the best option for newer DMs. Once you have a few successful (or even no-so-successful) episodic adventures under your belt you will have a lot more skill and confidence to tackle a more ambitious projects. [/QUOTE]
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