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Non-urgent Adventures and Campaigns?
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<blockquote data-quote="pming" data-source="post: 7392309" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> [MENTION=6801204]Satyrn[/MENTION] ...I think my brother said something similar about Out of the Abyss. Kinda like it was a bunch of little things here and there, wandering and learning bit by bit, until the "end" and then the time thing kicks in or something? They didn't finish it (TPK fighting Yee-know-who...).</p><p></p><p>On a semi-OT'ish tangent...I did have a sort of "adventure path" I created for running about 6 of the Hackmaster 4th Edition modules where the "background plot" of Meleanie (sp?) was going to slowly build suspicion about her and how she ends up with all the 'powerful men' bit by bit. Didn't decide on specifics yet. At any rate, with the Old Skool modules of 1e/DCC-type...because they aren't "save the world" (most of the time), it makes it a really enjoyable experience to string a few of them together with specific stories going on in your own campaign. When the players play through them and slowly start to piece things together (weather or not you actually thought of or planned them sometimes!), it really brings the campaign alive. It really makes the campaign as a whole "The Groups". When I hear one groups play of Hoard of the Dragon Queen, and then another groups play of it...they are almost like they were the same group with just some PC's changed. Same "high points" and "low points" because the AP's are designed that way. Some folks love having the story laid out for them to DM...I'm not one of them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7392309, member: 45197"] Hiya! [MENTION=6801204]Satyrn[/MENTION] ...I think my brother said something similar about Out of the Abyss. Kinda like it was a bunch of little things here and there, wandering and learning bit by bit, until the "end" and then the time thing kicks in or something? They didn't finish it (TPK fighting Yee-know-who...). On a semi-OT'ish tangent...I did have a sort of "adventure path" I created for running about 6 of the Hackmaster 4th Edition modules where the "background plot" of Meleanie (sp?) was going to slowly build suspicion about her and how she ends up with all the 'powerful men' bit by bit. Didn't decide on specifics yet. At any rate, with the Old Skool modules of 1e/DCC-type...because they aren't "save the world" (most of the time), it makes it a really enjoyable experience to string a few of them together with specific stories going on in your own campaign. When the players play through them and slowly start to piece things together (weather or not you actually thought of or planned them sometimes!), it really brings the campaign alive. It really makes the campaign as a whole "The Groups". When I hear one groups play of Hoard of the Dragon Queen, and then another groups play of it...they are almost like they were the same group with just some PC's changed. Same "high points" and "low points" because the AP's are designed that way. Some folks love having the story laid out for them to DM...I'm not one of them. :) ^_^ Paul L. Ming [/QUOTE]
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