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Some Thoughts on Campaign Design
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<blockquote data-quote="steeldragons" data-source="post: 5333215" data-attributes="member: 92511"><p>I would say your original impulse to do it through NPCs would be my first choice. You're absolutely right that the players are more apt to remember and "resonate" with another character than with the geography. This seems to be especially true if they are NPCs the characters LIKE, maybe family members even. Develop some folks that the party REALLY likes interacting with...and kill them. Or have them go missing. Or stricken by some curse. The characters will (or hopefully SHOULD) be up in arms in seconds. </p><p></p><p>I would also reiterate raindog's suggestion for use of organizations. I have found it very useful to have some background organization, a thieves' guild, an "order of whoozits", "the venerable aristocratic house of so-and-so"...who ever. They could also be an organization the party has used or likes dealing with OR one that has caused some thorns in the party's side...or perhaps the party, unwittingly, is causing a thorn in the organization's side? </p><p></p><p>Religious organizations are useful for this too. Especially with varying factions within a church or conflicting religions.</p><p></p><p>With those kinds of "background personalities" whatever the immediate "adventure/mission" is there's always this "back burner" thing going on tying session to session...the sense that "we still have to get (or have not gotten) to this/that." or 'We should go see Wisesageguy. We haven't seen him a while..."</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5333215, member: 92511"] I would say your original impulse to do it through NPCs would be my first choice. You're absolutely right that the players are more apt to remember and "resonate" with another character than with the geography. This seems to be especially true if they are NPCs the characters LIKE, maybe family members even. Develop some folks that the party REALLY likes interacting with...and kill them. Or have them go missing. Or stricken by some curse. The characters will (or hopefully SHOULD) be up in arms in seconds. I would also reiterate raindog's suggestion for use of organizations. I have found it very useful to have some background organization, a thieves' guild, an "order of whoozits", "the venerable aristocratic house of so-and-so"...who ever. They could also be an organization the party has used or likes dealing with OR one that has caused some thorns in the party's side...or perhaps the party, unwittingly, is causing a thorn in the organization's side? Religious organizations are useful for this too. Especially with varying factions within a church or conflicting religions. With those kinds of "background personalities" whatever the immediate "adventure/mission" is there's always this "back burner" thing going on tying session to session...the sense that "we still have to get (or have not gotten) to this/that." or 'We should go see Wisesageguy. We haven't seen him a while..." --SD [/QUOTE]
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