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Shilsen's Eberron SH (Finished - The Last Word : 9/20/15)
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<blockquote data-quote="shilsen" data-source="post: 2983556" data-attributes="member: 198"><p>Thanks. I got started on D&D a lot later than most people who play it (at 25), so this is one of only three reasonably long-term campaigns I've run, and this is by far the best. I'm definitely looking to get better as a DM, but I'm also quite satisfiedwith how this one's worked out and where it's gone/going.</p><p></p><p></p><p></p><p>Almost exclusively the latter. I absolutely abhor railroading, as both DM and as player, so when I started the campaign I made it very clear to the players that there was no overarching plot and the campaign would arise out of the PCs' choices.</p><p></p><p>When the campaign began, I threw a bunch of plot hooks at the PCs and they picked which one(s) to follow. These choices opened up new plots, and some of the ones which weren't picked up on also developed in the background and became important and/or were picked up on later. And as time has gone on I've tried to throw in a few different options every once in a while. I've tried to introduce elements from the PCs' backgrounds as well, as well as elements from areas that I know the PCs are interested in. All in all, it's meant that I have to be much more adaptable as a DM, but it's far more satisfying too. Plus it's always interesting for me, since I never know for sure where the PCs will end up next.</p><p></p><p>The trip to Xen'drik was the best example thereof, since the players completely blindsided me with that one. IIRC, it was Six's player who suggested they get out of town and the bunch of so-and-so's took off to en entirely different continent just as we were in the middle of a lot of interconnecting plots. If they hadn't made that choice and stayed in Sharn, they'd have got further involved with the Boromar-Daask war (which erupted to a great extent because they hijacked the Daask payroll), had more dealings with Killian, and experienced the plague/poisoning by the Children of Winter (which was a lot more successful than it would have been since the PCs decided to ignore the Gatekeepers' request to investigate). Instead, they got to blow up an island and got saddled with the Shard. That showed 'am <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p></p><p></p><p>The amnesia and the fact that he walked out of the Mournland a couple days after the Day of Mourning was the player's choice. The reasons for it was my decision, and he doesn't really know the reasons, either IC or OOC. I've been dropping enough little hints with the fleeting memories and such that he has a pretty good idea, but not completely.</p><p></p><p>Hopefully that explains things, and probably in a lot more length than you wanted. But then, we've already established my verbosity in this thread.</p><p></p><p>And speaking of Nameless's amnesia, here's a bit of what's been going on...</p></blockquote><p></p>
[QUOTE="shilsen, post: 2983556, member: 198"] Thanks. I got started on D&D a lot later than most people who play it (at 25), so this is one of only three reasonably long-term campaigns I've run, and this is by far the best. I'm definitely looking to get better as a DM, but I'm also quite satisfiedwith how this one's worked out and where it's gone/going. Almost exclusively the latter. I absolutely abhor railroading, as both DM and as player, so when I started the campaign I made it very clear to the players that there was no overarching plot and the campaign would arise out of the PCs' choices. When the campaign began, I threw a bunch of plot hooks at the PCs and they picked which one(s) to follow. These choices opened up new plots, and some of the ones which weren't picked up on also developed in the background and became important and/or were picked up on later. And as time has gone on I've tried to throw in a few different options every once in a while. I've tried to introduce elements from the PCs' backgrounds as well, as well as elements from areas that I know the PCs are interested in. All in all, it's meant that I have to be much more adaptable as a DM, but it's far more satisfying too. Plus it's always interesting for me, since I never know for sure where the PCs will end up next. The trip to Xen'drik was the best example thereof, since the players completely blindsided me with that one. IIRC, it was Six's player who suggested they get out of town and the bunch of so-and-so's took off to en entirely different continent just as we were in the middle of a lot of interconnecting plots. If they hadn't made that choice and stayed in Sharn, they'd have got further involved with the Boromar-Daask war (which erupted to a great extent because they hijacked the Daask payroll), had more dealings with Killian, and experienced the plague/poisoning by the Children of Winter (which was a lot more successful than it would have been since the PCs decided to ignore the Gatekeepers' request to investigate). Instead, they got to blow up an island and got saddled with the Shard. That showed 'am :] The amnesia and the fact that he walked out of the Mournland a couple days after the Day of Mourning was the player's choice. The reasons for it was my decision, and he doesn't really know the reasons, either IC or OOC. I've been dropping enough little hints with the fleeting memories and such that he has a pretty good idea, but not completely. Hopefully that explains things, and probably in a lot more length than you wanted. But then, we've already established my verbosity in this thread. And speaking of Nameless's amnesia, here's a bit of what's been going on... [/QUOTE]
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