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So how do I proceed? *My players stay out*
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<blockquote data-quote="xnosipjpqmhd" data-source="post: 2428716"><p>Great thread. I'm in a similar situation myself.</p><p> </p><p>Personally it would seem most proper to have the biggest climax at or near the end of the campaign, say level 19-20. That;s not to say that players have to see it coming. In fact, it would be very cool to let the players think they participate in *the* climatic scene at around level 16-17, and then a number of clues point to the fact that what just happened was just a prelude to something bigger.</p><p> </p><p>In my situation, its a good thing my players left a lot of loose plot threads hanging around. I can pick up a few of those and weave a second campaign that closely ties into the activities of the first. I call this the "Bilbo's funny ring" tactic. ;-)</p><p> </p><p>I would recommend that you let the campaign run along on its merry way, building to a climax whenever it naturally would. Then go back and look at all of the various people, places, and things that *could* have some undefined importance to them... and make it so. </p><p> </p><p>Maybe the Changeling says something before he dies. Something cryptic about that ruined temple the PCs looted back when they were just 2nd level. That starts to eat at the PCs curiosity. Or maybe the Changeling says something that only a *very* close and trusted NPC would know, someone the PCs have trusted this whole time. The PCs suddenly and frantically start to think back about what that particular NPC did and said. Maybe the Changeling is defeated in his lair, and when the PCs search it a little closer, they find out that the Changeling was just one little piece of a bigger puzzle. Maybe they find a whole series of paintings the Changeling did, *all* of them depicting a particular item that looks astonishingly similar to that weird jade mask they recovered from the goblins and then sold in the city. </p><p> </p><p>Just a bunch of random ideas on how to extend the campaign to the next, bigger, and maybe surprising climax. It works best if you can tie in stuff from way back in the early days of the campaign and have an interesting twist at the end.</p><p> </p><p>Good luck. Let us know how it turns out.</p><p> </p><p>ironregime</p></blockquote><p></p>
[QUOTE="xnosipjpqmhd, post: 2428716"] Great thread. I'm in a similar situation myself. Personally it would seem most proper to have the biggest climax at or near the end of the campaign, say level 19-20. That;s not to say that players have to see it coming. In fact, it would be very cool to let the players think they participate in *the* climatic scene at around level 16-17, and then a number of clues point to the fact that what just happened was just a prelude to something bigger. In my situation, its a good thing my players left a lot of loose plot threads hanging around. I can pick up a few of those and weave a second campaign that closely ties into the activities of the first. I call this the "Bilbo's funny ring" tactic. ;-) I would recommend that you let the campaign run along on its merry way, building to a climax whenever it naturally would. Then go back and look at all of the various people, places, and things that *could* have some undefined importance to them... and make it so. Maybe the Changeling says something before he dies. Something cryptic about that ruined temple the PCs looted back when they were just 2nd level. That starts to eat at the PCs curiosity. Or maybe the Changeling says something that only a *very* close and trusted NPC would know, someone the PCs have trusted this whole time. The PCs suddenly and frantically start to think back about what that particular NPC did and said. Maybe the Changeling is defeated in his lair, and when the PCs search it a little closer, they find out that the Changeling was just one little piece of a bigger puzzle. Maybe they find a whole series of paintings the Changeling did, *all* of them depicting a particular item that looks astonishingly similar to that weird jade mask they recovered from the goblins and then sold in the city. Just a bunch of random ideas on how to extend the campaign to the next, bigger, and maybe surprising climax. It works best if you can tie in stuff from way back in the early days of the campaign and have an interesting twist at the end. Good luck. Let us know how it turns out. ironregime [/QUOTE]
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