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General Tabletop Discussion
*TTRPGs General
Seeding Long-Term Campaign Plots
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<blockquote data-quote="delericho" data-source="post: 6063864" data-attributes="member: 22424"><p>Okay, since you don't know how long it's going to run, my advice is this: if there is anything you feel <em>must</em> be in the campaign, make sure it's in there right away!</p><p></p><p>However, for the most part, I would recommend just assuming it will run about as long as average*, and not worry about it too much. You will need to accept the risk that the campaign may fold before some plots come to fruition, but that's always a risk, and anyway you can recycle them.</p><p></p><p>* For me, that's between 6 and 12 months. Obviously, you're likely to have a different answer.</p><p></p><p></p><p></p><p>Rule of thumb #1: You probably want to start seeding things by the second adventure. (The first adventure would be even better, but that adventure already has a lot of ground to cover.)</p><p></p><p>Rule of thumb #2: Most PC background stuff tends to be quite personal, small-scale stuff. In D&D, then, it's generally a good idea to deal with it while still in the low-levels in 3e (1-5), or in the Heroic tier (4e).</p><p></p><p>Neither of these is absolute, of course.</p><p></p><p></p><p></p><p>For my current campaign, I have a significant number of ongoing mysteries. I try to ensure that the PCs learn <em>something</em> in every session. Additionally, I make sure to seed <em>lots</em> of clues, so that they're free to miss them and still have a good chance of getting the information they need.</p><p></p><p>The net effect of this is that 18 months into the campaign (it's a long one), they've managed to unpick something like 90% of the mysteries I've laid down. And, crucially, <em>they</em> worked it out without prompting by me. Which has proven to be immensely satisfying.</p><p></p><p></p><p></p><p>I recently read through the Lankhmar stories, and one of the things I noticed was that Fafhrd and the Gray Mouser tended to go off in all sorts of random directions... and wherever they went, adventure was <em>there</em> waiting for them. Of course, they weren't necessarily the <em>same</em> adventures, but there was always something...</p><p></p><p>I recommend doing much the same - seeds loads of campaign points all over the place, and that way the PCs are likely to encounter some wherever they go. They won't necessarily be the <em>same</em> seeds, but that's fine. (Of course, it helps if you have more than one thing going on in the campaign world at a time.)</p><p></p><p></p><p></p><p>Depends on the players. IME, though, you could hit them with a stick and it could be too subtle. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>More seriously, I advocate adopting the "three clue rule" (which I got from the <a href="http://thealexandrian.net/" target="_blank">Alexandrian</a>) - for every conclusion you want the players to reach, seed three clues. They'll likely miss one, misinterpret one, and finally "get it" with the third.</p><p></p><p>I hope some of that helps!</p></blockquote><p></p>
[QUOTE="delericho, post: 6063864, member: 22424"] Okay, since you don't know how long it's going to run, my advice is this: if there is anything you feel [i]must[/i] be in the campaign, make sure it's in there right away! However, for the most part, I would recommend just assuming it will run about as long as average*, and not worry about it too much. You will need to accept the risk that the campaign may fold before some plots come to fruition, but that's always a risk, and anyway you can recycle them. * For me, that's between 6 and 12 months. Obviously, you're likely to have a different answer. Rule of thumb #1: You probably want to start seeding things by the second adventure. (The first adventure would be even better, but that adventure already has a lot of ground to cover.) Rule of thumb #2: Most PC background stuff tends to be quite personal, small-scale stuff. In D&D, then, it's generally a good idea to deal with it while still in the low-levels in 3e (1-5), or in the Heroic tier (4e). Neither of these is absolute, of course. For my current campaign, I have a significant number of ongoing mysteries. I try to ensure that the PCs learn [i]something[/i] in every session. Additionally, I make sure to seed [i]lots[/i] of clues, so that they're free to miss them and still have a good chance of getting the information they need. The net effect of this is that 18 months into the campaign (it's a long one), they've managed to unpick something like 90% of the mysteries I've laid down. And, crucially, [i]they[/i] worked it out without prompting by me. Which has proven to be immensely satisfying. I recently read through the Lankhmar stories, and one of the things I noticed was that Fafhrd and the Gray Mouser tended to go off in all sorts of random directions... and wherever they went, adventure was [i]there[/i] waiting for them. Of course, they weren't necessarily the [i]same[/i] adventures, but there was always something... I recommend doing much the same - seeds loads of campaign points all over the place, and that way the PCs are likely to encounter some wherever they go. They won't necessarily be the [i]same[/i] seeds, but that's fine. (Of course, it helps if you have more than one thing going on in the campaign world at a time.) Depends on the players. IME, though, you could hit them with a stick and it could be too subtle. :) More seriously, I advocate adopting the "three clue rule" (which I got from the [URL="http://thealexandrian.net/"]Alexandrian[/URL]) - for every conclusion you want the players to reach, seed three clues. They'll likely miss one, misinterpret one, and finally "get it" with the third. I hope some of that helps! [/QUOTE]
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