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<blockquote data-quote="Shadowslayer" data-source="post: 2743440" data-attributes="member: 8400"><p>I'd say you made a mistake in predetermining the outcome. Personally, I wouldn't set my heart on the final Dragon Battle. Write up the encounter so its there to use if it comes up...but don't count on it coming up.</p><p></p><p>I don't like campaigns where story arcs and climaxes are ordained from the start. As a player I always feel like I've stepped into a soap opera that's halfway over. </p><p></p><p>Start out with a couple of locations, as you've done. Create a few conflicts between some of those locations...maybe the inhabitants of Island 1 want to enslave the folks on Island 2, while the folks on island 2 are really only there because they've been searching for a treasure that is located somewhere deep in the depths of monster inhabited island number 3...and so on. Then see what the PCs get themselves mixed up in. Let them surprise you for a switch. </p><p></p><p>Its fun if you take the time to learn how to wing it well.</p></blockquote><p></p>
[QUOTE="Shadowslayer, post: 2743440, member: 8400"] I'd say you made a mistake in predetermining the outcome. Personally, I wouldn't set my heart on the final Dragon Battle. Write up the encounter so its there to use if it comes up...but don't count on it coming up. I don't like campaigns where story arcs and climaxes are ordained from the start. As a player I always feel like I've stepped into a soap opera that's halfway over. Start out with a couple of locations, as you've done. Create a few conflicts between some of those locations...maybe the inhabitants of Island 1 want to enslave the folks on Island 2, while the folks on island 2 are really only there because they've been searching for a treasure that is located somewhere deep in the depths of monster inhabited island number 3...and so on. Then see what the PCs get themselves mixed up in. Let them surprise you for a switch. Its fun if you take the time to learn how to wing it well. [/QUOTE]
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