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<blockquote data-quote="RangerWickett" data-source="post: 3556851" data-attributes="member: 63"><p>Well, we don't have any sidequests yet. There are ideas presented in the GM's campaign guide pdf, but it takes more time to make one of these things than I expected, what with 'real' jobs taking up our time. *grin* So while I'd like to go back and make some sidequests along the way, if they do happen, they'll be short, like one-shots.</p><p></p><p>You certainly don't have to run all 12 adventures, and my intention is to make each one of them able to stand on its own. Also, in the GM's campaign guide (which is a <a href="http://enworld.rpgnow.com/product_info.php?products_id=20979&" target="_blank">free download</a>, by the way), we suggest how to use the campaign in 4- or 5-adventure blocks. You can just use the first four adventures, shifting focus and geography a little bit so that the war has a much smaller scale. Or you can do from 4 to 8, where the goal is to find the dead emperor and get him raised so he can bring the war to an end. Or you can just do the high-level ones, from 8 to 12, which is the earth-shaking fate-of-the-world stuff, though it lacks some of the pay-off you get from playing them all.</p><p></p><p>If you only run some of them and not the others, that's the main drawback -- you don't get as much pay-off. Skip adventure 2, and when you get to #5 there isn't as much of an "Aha" moment. Skip the first one, which starts in a city under assault, and when you get to #9 it won't be as cool to go back and liberate that city with all your high-level bad-assitude. However, if you do skip one or two, you can assume that other folks are accomplishing the missions the heroes would have been a part of.</p><p></p><p>Also, the timeline isn't set, so if your group wants to go off and deal with a PC's backstory, things aren't happening at such a frenetic pace that it would be impossible for the heroes to come back. </p><p></p><p>If the adventures are 'linear' in any way, it's that there are secrets which are revealed over the course of the campaign, and certain objectives that drive the larger events of the war. In general, a given adventure isn't about winning a single battle, but rather doing those things that will help turn the tide in the favor of your side: get the secret information to the resistance; stop a plot to devastate the allied side with a magical attack, gain the allegiance of a nation in order to hold back an enemy army; recover an artifact that will let you strike at your enemy's heart; kill the heart.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 3556851, member: 63"] Well, we don't have any sidequests yet. There are ideas presented in the GM's campaign guide pdf, but it takes more time to make one of these things than I expected, what with 'real' jobs taking up our time. *grin* So while I'd like to go back and make some sidequests along the way, if they do happen, they'll be short, like one-shots. You certainly don't have to run all 12 adventures, and my intention is to make each one of them able to stand on its own. Also, in the GM's campaign guide (which is a [url=http://enworld.rpgnow.com/product_info.php?products_id=20979&]free download[/url], by the way), we suggest how to use the campaign in 4- or 5-adventure blocks. You can just use the first four adventures, shifting focus and geography a little bit so that the war has a much smaller scale. Or you can do from 4 to 8, where the goal is to find the dead emperor and get him raised so he can bring the war to an end. Or you can just do the high-level ones, from 8 to 12, which is the earth-shaking fate-of-the-world stuff, though it lacks some of the pay-off you get from playing them all. If you only run some of them and not the others, that's the main drawback -- you don't get as much pay-off. Skip adventure 2, and when you get to #5 there isn't as much of an "Aha" moment. Skip the first one, which starts in a city under assault, and when you get to #9 it won't be as cool to go back and liberate that city with all your high-level bad-assitude. However, if you do skip one or two, you can assume that other folks are accomplishing the missions the heroes would have been a part of. Also, the timeline isn't set, so if your group wants to go off and deal with a PC's backstory, things aren't happening at such a frenetic pace that it would be impossible for the heroes to come back. If the adventures are 'linear' in any way, it's that there are secrets which are revealed over the course of the campaign, and certain objectives that drive the larger events of the war. In general, a given adventure isn't about winning a single battle, but rather doing those things that will help turn the tide in the favor of your side: get the secret information to the resistance; stop a plot to devastate the allied side with a magical attack, gain the allegiance of a nation in order to hold back an enemy army; recover an artifact that will let you strike at your enemy's heart; kill the heart. [/QUOTE]
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