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<blockquote data-quote="Kugar" data-source="post: 18752" data-attributes="member: 442"><p>In order to be open-ended, the campaign has to have some flavor. Dumping the PCs in the city and telling them to live ordinary lives is kinda boring. Now if someone killed a PC's bathrobe and was never caught, the prices of weapons all jumped 100%, the clergy of a PCs deity are contracting a disease and the college of magic just contacted the wizard and told him they are 'concerned' with his sudden rise in power, the PCs will be quite UI. </p><p></p><p>But you came looking for advice:</p><p></p><p>1) Come up with some secrets that affect the PCs and remember all those Bad Guys and #2s that were cool and got away.</p><p></p><p>2) Set up some faint encounters dealing with these secrets. The more the better. Make the PCs choose - and what they don't look into will probably get worse.</p><p></p><p>3) Play on some of the characters personality. Someone has a +10 armorsmithing. Maybe the local blacksmith has died or gone missing and his shop is up for auction.</p><p></p><p>4) Heroes are Heroes - the want grand adventures! Actually they need them. Downtime should be used to emphasize their humanity, what they fight for and showcase the world. If you are not they are not discovering more about themselves or the world around them, then the story is stalled and can get very frustrating for the DM and the players.</p><p></p><p>5) In short - Make the players part of the world and they will get very involved, but they need to have personal hooks in order to sell this type of story.</p></blockquote><p></p>
[QUOTE="Kugar, post: 18752, member: 442"] In order to be open-ended, the campaign has to have some flavor. Dumping the PCs in the city and telling them to live ordinary lives is kinda boring. Now if someone killed a PC's bathrobe and was never caught, the prices of weapons all jumped 100%, the clergy of a PCs deity are contracting a disease and the college of magic just contacted the wizard and told him they are 'concerned' with his sudden rise in power, the PCs will be quite UI. But you came looking for advice: 1) Come up with some secrets that affect the PCs and remember all those Bad Guys and #2s that were cool and got away. 2) Set up some faint encounters dealing with these secrets. The more the better. Make the PCs choose - and what they don't look into will probably get worse. 3) Play on some of the characters personality. Someone has a +10 armorsmithing. Maybe the local blacksmith has died or gone missing and his shop is up for auction. 4) Heroes are Heroes - the want grand adventures! Actually they need them. Downtime should be used to emphasize their humanity, what they fight for and showcase the world. If you are not they are not discovering more about themselves or the world around them, then the story is stalled and can get very frustrating for the DM and the players. 5) In short - Make the players part of the world and they will get very involved, but they need to have personal hooks in order to sell this type of story. [/QUOTE]
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