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General Tabletop Discussion
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Running a novel-style epic fantasy campaign - how would you do it?
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<blockquote data-quote="Gilladian" data-source="post: 5560482" data-attributes="member: 2093"><p>Think narrow-wide-narrow. </p><p></p><p>Start with a fairly narrow set up. No matter whether 3rd or 4th ed. or another game system, focus on a small palette of options at the beginning. Maybe two or three major choices of route early on (do they go to the ruins to fight goblins and rescue npcs from slavery, or do they help the local miners resist an evil overseer, or do they ride cross-country to petition the Duke for aid?) This gives you an idea of their basic outlook as a group, and lets you know where they want to go overall. In these levels, they can see their greater foes and begin to hate/fear them, but not really work against any but the least of them.</p><p></p><p>In the middle range of levels, give them a much wider array of possible options; follow up and present them with the results of their decisions in round one: the miners are now their own bosses, but a nasty cult has taken root in nearby villages, and the Duke has been overthrown by his rival. Can they right these wrongs, or do they even want to try? Let them move on if things aren't to their liking here, but always refer back. Here's where they might quest for power, and begin to really build a hatred for the big bad evil powers. And draw notice down upon themselves.</p><p></p><p>In the final segment of the game, pull back down to a narrow focus. They have found out what the villain's ultimate goal and needs are. They can focus on stopping him. They can set out for Mount Doom, abandoning hope of all other options. Narrow, tighten focus and draw all threads together. Go back to the very first choices they made, and make them important to the final stages. Those miners they rescued? Are now producing the very ore that will create the only weapon capable of slaying the foe's ultimate monster guardian. And the cultists are trying to stop them, because they worship it. Etc...</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5560482, member: 2093"] Think narrow-wide-narrow. Start with a fairly narrow set up. No matter whether 3rd or 4th ed. or another game system, focus on a small palette of options at the beginning. Maybe two or three major choices of route early on (do they go to the ruins to fight goblins and rescue npcs from slavery, or do they help the local miners resist an evil overseer, or do they ride cross-country to petition the Duke for aid?) This gives you an idea of their basic outlook as a group, and lets you know where they want to go overall. In these levels, they can see their greater foes and begin to hate/fear them, but not really work against any but the least of them. In the middle range of levels, give them a much wider array of possible options; follow up and present them with the results of their decisions in round one: the miners are now their own bosses, but a nasty cult has taken root in nearby villages, and the Duke has been overthrown by his rival. Can they right these wrongs, or do they even want to try? Let them move on if things aren't to their liking here, but always refer back. Here's where they might quest for power, and begin to really build a hatred for the big bad evil powers. And draw notice down upon themselves. In the final segment of the game, pull back down to a narrow focus. They have found out what the villain's ultimate goal and needs are. They can focus on stopping him. They can set out for Mount Doom, abandoning hope of all other options. Narrow, tighten focus and draw all threads together. Go back to the very first choices they made, and make them important to the final stages. Those miners they rescued? Are now producing the very ore that will create the only weapon capable of slaying the foe's ultimate monster guardian. And the cultists are trying to stop them, because they worship it. Etc... [/QUOTE]
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Running a novel-style epic fantasy campaign - how would you do it?
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