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<blockquote data-quote="Rystil Arden" data-source="post: 2174674" data-attributes="member: 29014"><p>Heh, I'm a good juggler, I'll admit. Its my only appreciable DMing skill (other than being able to quickly assemble high level NPCs in my head if necessary).</p><p></p><p>And you're right that the adventure didn't go "out of control," but it probably would have if I hadn't been good at improvising. For instance, if I wrote up my original plot as a module and an inexperienced DM bought this module and the PCs did what my PCs did, the DM would be screwed.</p><p></p><p>My players don't get bewildered by all this. They love all the interactions, and they like being in the middle of a power matrix where they can do whatever they want and have their actions felt among all the various factions. And this isn't even the crazy stuff from my campaign yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (that prize would have to go to the alternate dimension-hopping through the shadow plane or the time jumps that caused the character who had a once-every-10,000years quest to become confused when the "impostor" was legitimate [she was his great-great-great-great...granddaughter who was trying to complete the task, as she came from 10,000 years in the future], although there was another impostor who truly was a fake...)</p><p></p><p>Truly though, what became a 1st-20th level campaign was just meant as a 3-session adventure against the cult. Boy was I wrong <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 2174674, member: 29014"] Heh, I'm a good juggler, I'll admit. Its my only appreciable DMing skill (other than being able to quickly assemble high level NPCs in my head if necessary). And you're right that the adventure didn't go "out of control," but it probably would have if I hadn't been good at improvising. For instance, if I wrote up my original plot as a module and an inexperienced DM bought this module and the PCs did what my PCs did, the DM would be screwed. My players don't get bewildered by all this. They love all the interactions, and they like being in the middle of a power matrix where they can do whatever they want and have their actions felt among all the various factions. And this isn't even the crazy stuff from my campaign yet ;) (that prize would have to go to the alternate dimension-hopping through the shadow plane or the time jumps that caused the character who had a once-every-10,000years quest to become confused when the "impostor" was legitimate [she was his great-great-great-great...granddaughter who was trying to complete the task, as she came from 10,000 years in the future], although there was another impostor who truly was a fake...) Truly though, what became a 1st-20th level campaign was just meant as a 3-session adventure against the cult. Boy was I wrong :D [/QUOTE]
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