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<blockquote data-quote="2WS-Steve" data-source="post: 1181423" data-attributes="member: 3289"><p>Personally, a lot of my most enjoyable games have run with a lot of winging it. That's more work in D&D though since I generally like more detailed stat blocks. Once I get a nice sized set of stock NPCs together that becomes more manageable and I just pull them out depending on what the players do.</p><p></p><p>It looks like the action's spread around. That can make it more challenging in a fantasy setting since movement is such a chore. Perhaps if the players ally with a First World group ro a Second World group with First World resources and regular access to a shift gate they could pop over to the other side, travel to the target sites, then shift gate or shunt back to the place where they'll do some work. Tokyo would certainly have a few shift gates and organization bases. Perhaps HabRec-7 could have a shift gate in Cheyenne Mountain for some dragon fighting action.</p><p></p><p>Also, I've noticed in my D&D games that its pretty easy for something to turn into a fairly long campaign arc (like my group winding up running through both Rappan Athuk and Tomb of Abysthor). By the time they finish off that section they've gone up some 8 to 12 levels and the game has entered a different sphere. At high levels, though, things slow down and the players can bounce around the world a lot more. Moreover, it becomes even more valuable to have broad outlines and allow flexibility in player actions since it's so hard to predict what they're going to do. Anyway, maybe it's just a matter of letting the players evolve into the big hook of the campaign.</p></blockquote><p></p>
[QUOTE="2WS-Steve, post: 1181423, member: 3289"] Personally, a lot of my most enjoyable games have run with a lot of winging it. That's more work in D&D though since I generally like more detailed stat blocks. Once I get a nice sized set of stock NPCs together that becomes more manageable and I just pull them out depending on what the players do. It looks like the action's spread around. That can make it more challenging in a fantasy setting since movement is such a chore. Perhaps if the players ally with a First World group ro a Second World group with First World resources and regular access to a shift gate they could pop over to the other side, travel to the target sites, then shift gate or shunt back to the place where they'll do some work. Tokyo would certainly have a few shift gates and organization bases. Perhaps HabRec-7 could have a shift gate in Cheyenne Mountain for some dragon fighting action. Also, I've noticed in my D&D games that its pretty easy for something to turn into a fairly long campaign arc (like my group winding up running through both Rappan Athuk and Tomb of Abysthor). By the time they finish off that section they've gone up some 8 to 12 levels and the game has entered a different sphere. At high levels, though, things slow down and the players can bounce around the world a lot more. Moreover, it becomes even more valuable to have broad outlines and allow flexibility in player actions since it's so hard to predict what they're going to do. Anyway, maybe it's just a matter of letting the players evolve into the big hook of the campaign. [/QUOTE]
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