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<blockquote data-quote="Janx" data-source="post: 5040063" data-attributes="member: 8835"><p>By not making more than I atively need, I don't have to set CR levels of bad guys until the party is soon to interact with them. Thus, I don't end up with "stale" bad guys who the party has out leveled.</p><p></p><p>I also don't bring in big long term threats against the party. At 1st level, the party learns about 1st level problems the village is having. By fifth level, they're well known in the area and are asked to help with 5th level problems.</p><p></p><p>By 10th level, they learn about the bad guy in the east who is starting to raise an army against their region. Who happens to be "high enough" when the party finally confronts him.</p><p></p><p>I don't start with a 20th level bad guy who threatens the realm at the start of the campaign that the PCs learn about in the first adventure.</p><p></p><p>I may create a number of countries ruled by 'bad guys", but by making them referenced as "over there" and not a threat right now, the PCs feel free to pursue local concerns.</p><p></p><p>players tend to respond to immediate threats and opportunities. Make something immediate, and the PC will go for it. In turn, make it the right difficulty for what you need to happen next.</p></blockquote><p></p>
[QUOTE="Janx, post: 5040063, member: 8835"] By not making more than I atively need, I don't have to set CR levels of bad guys until the party is soon to interact with them. Thus, I don't end up with "stale" bad guys who the party has out leveled. I also don't bring in big long term threats against the party. At 1st level, the party learns about 1st level problems the village is having. By fifth level, they're well known in the area and are asked to help with 5th level problems. By 10th level, they learn about the bad guy in the east who is starting to raise an army against their region. Who happens to be "high enough" when the party finally confronts him. I don't start with a 20th level bad guy who threatens the realm at the start of the campaign that the PCs learn about in the first adventure. I may create a number of countries ruled by 'bad guys", but by making them referenced as "over there" and not a threat right now, the PCs feel free to pursue local concerns. players tend to respond to immediate threats and opportunities. Make something immediate, and the PC will go for it. In turn, make it the right difficulty for what you need to happen next. [/QUOTE]
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