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Piratecat ruined my D&D game
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<blockquote data-quote="Kelleris" data-source="post: 3312220" data-attributes="member: 19130"><p>This is all excellent advice, but there are a few of these points that I have more trouble with than others. More specifically, my version of the "dying's not the only penalty" and "use a zillion plot hooks so you can pretend you had your brilliant master plan in mind all along" sounds a bit different than Piratecat's. I generally start a campaign by figuring out the deep, dark secret that's driving the action, in my case usually some quirk of planar cosmology or campaign history, and the players that are interested in exploiting the deep, dark secret. As a result, what's at stake in most important battles is either information or time - I'm not an especially good roleplayer, and my players tend to avoid close factionalism like the plague, so I have a hard time with Piratecat's "someone else suffers politically" plan, but the PCs are always on the clock, even when they don't know it, and they're always trying to figure out some momentous secret of the campaign world, even when they don't know it.</p><p></p><p>That's an interesting different, actually. I tend to prefer one overarching arc, while Piratecat and maybe Quasqueton from his post seem to favor something more episodic - like a television show that progresses overall, but also has seasonal story arcs. I wonder if there are any different considerations for that more episodic style? Those of you with more experience, how do you connect one overarching sequence to the other? Piratecat, surely you didn't have one single problem in mind for the whole of a 15+ year campaign...</p></blockquote><p></p>
[QUOTE="Kelleris, post: 3312220, member: 19130"] This is all excellent advice, but there are a few of these points that I have more trouble with than others. More specifically, my version of the "dying's not the only penalty" and "use a zillion plot hooks so you can pretend you had your brilliant master plan in mind all along" sounds a bit different than Piratecat's. I generally start a campaign by figuring out the deep, dark secret that's driving the action, in my case usually some quirk of planar cosmology or campaign history, and the players that are interested in exploiting the deep, dark secret. As a result, what's at stake in most important battles is either information or time - I'm not an especially good roleplayer, and my players tend to avoid close factionalism like the plague, so I have a hard time with Piratecat's "someone else suffers politically" plan, but the PCs are always on the clock, even when they don't know it, and they're always trying to figure out some momentous secret of the campaign world, even when they don't know it. That's an interesting different, actually. I tend to prefer one overarching arc, while Piratecat and maybe Quasqueton from his post seem to favor something more episodic - like a television show that progresses overall, but also has seasonal story arcs. I wonder if there are any different considerations for that more episodic style? Those of you with more experience, how do you connect one overarching sequence to the other? Piratecat, surely you didn't have one single problem in mind for the whole of a 15+ year campaign... [/QUOTE]
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Piratecat ruined my D&D game
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