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"Selling" your wacky campaign to players.
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<blockquote data-quote="Silver Moon" data-source="post: 1341565" data-attributes="member: 8530"><p>I've done lots of off-the-wall things with my group and I take one of three approaches:</p><p></p><p>1. Give it to the as a list of choices and let them vote. If enough players like the idea we run with it. That's how my D&D/Boot Hill hybrid western campaign began. At some point I plan to do a D&D/Toon hybrid which many of my players like the sound of. </p><p></p><p>2. Just spring it on them unannounced as a one-night-only thing. If it works, great. If it doesn't, oh well, just move on. This works well if you need a "filler" between modules or when the scheduled DM can't make it at the last minute. </p><p></p><p>3. Just spring it on them unannounced and hope like hell that it works. The most radical concept game I ever did was one that once they picked which PC's to bring in I introduced a divine being who announced to them they were all dead. A villain had gone back in time and changed history, simply by killing an orc, and each of the playing characters died in the alternate history. They had to go back in time as a team, as ghosts who could possess bodies of the living (like D.C. comic's Deadman) and change history back to the way it was before and stop the villain from changing it again. All of the players went along with the concept and it worked great, one of the best modules I've ever run.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 1341565, member: 8530"] I've done lots of off-the-wall things with my group and I take one of three approaches: 1. Give it to the as a list of choices and let them vote. If enough players like the idea we run with it. That's how my D&D/Boot Hill hybrid western campaign began. At some point I plan to do a D&D/Toon hybrid which many of my players like the sound of. 2. Just spring it on them unannounced as a one-night-only thing. If it works, great. If it doesn't, oh well, just move on. This works well if you need a "filler" between modules or when the scheduled DM can't make it at the last minute. 3. Just spring it on them unannounced and hope like hell that it works. The most radical concept game I ever did was one that once they picked which PC's to bring in I introduced a divine being who announced to them they were all dead. A villain had gone back in time and changed history, simply by killing an orc, and each of the playing characters died in the alternate history. They had to go back in time as a team, as ghosts who could possess bodies of the living (like D.C. comic's Deadman) and change history back to the way it was before and stop the villain from changing it again. All of the players went along with the concept and it worked great, one of the best modules I've ever run. [/QUOTE]
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