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Some Thoughts on Campaign Design
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<blockquote data-quote="Lanefan" data-source="post: 5333514" data-attributes="member: 29398"><p>Good advice.</p><p></p><p>A further twist can be to have some of these at-face-value-opposed organizations turn out to be in unexpected alliance with each other, for whatever reason. An example in my current campaign: a not-always-ethical spy organization run by a Vampire Lord is in alliance with the main temple of Zeus (LG), mostly because the Vampire Lord and the head of the temple have come to realize that despite their obvious differences in outlook and methodology their goals are in fact almost precisely the same: restoration of the Empire.</p><p></p><p>My players were pretty shocked when they found out these organizations (they'd dealt with both at various times and had in fact met both leaders) were allied; and I can still mine lots more story out of that vein later if I need to.</p><p></p><p>Another thing that can contribute hugely to the sense of ongoing and interweaving stories is to - if your time permits - run two or more parties in the same campaign world/area at the same time; and have it that their actions can potentially influence what happens to the others. A rather extreme example: right now I've got one party (A) on hold until another party (B) finishes its current adventure, mostly because the adventure A is trying to get to could be massively altered if not completely destroyed by B in the course of completing their own (unrelated but geographically very close by) adventure; and B got there first. [note that the players are the same, so nobody is missing out on gaming due to this]</p><p></p><p>This multi-party aspect also allows for characters and-or players to switch parties from time to time, always a simple and easy way to shake things up a bit.</p><p></p><p>A word of caution, though: you <strong>really</strong> have to keep careful track of time when doing this, to know who is where when and potentially able to interact with who else. Also, you'll need to keep at least vague track of major events...for example, if party A is in Praetos City on Auril 16 and there's a major storm where the Aphrodite temple gets damaged by a lightning strike, a few real-time months later if party B also happens by Praetos on Auril 16 you don't want to tell them it's a clear sunny day! <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>Lan-"game logs are your friend"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5333514, member: 29398"] Good advice. A further twist can be to have some of these at-face-value-opposed organizations turn out to be in unexpected alliance with each other, for whatever reason. An example in my current campaign: a not-always-ethical spy organization run by a Vampire Lord is in alliance with the main temple of Zeus (LG), mostly because the Vampire Lord and the head of the temple have come to realize that despite their obvious differences in outlook and methodology their goals are in fact almost precisely the same: restoration of the Empire. My players were pretty shocked when they found out these organizations (they'd dealt with both at various times and had in fact met both leaders) were allied; and I can still mine lots more story out of that vein later if I need to. Another thing that can contribute hugely to the sense of ongoing and interweaving stories is to - if your time permits - run two or more parties in the same campaign world/area at the same time; and have it that their actions can potentially influence what happens to the others. A rather extreme example: right now I've got one party (A) on hold until another party (B) finishes its current adventure, mostly because the adventure A is trying to get to could be massively altered if not completely destroyed by B in the course of completing their own (unrelated but geographically very close by) adventure; and B got there first. [note that the players are the same, so nobody is missing out on gaming due to this] This multi-party aspect also allows for characters and-or players to switch parties from time to time, always a simple and easy way to shake things up a bit. A word of caution, though: you [B]really[/B] have to keep careful track of time when doing this, to know who is where when and potentially able to interact with who else. Also, you'll need to keep at least vague track of major events...for example, if party A is in Praetos City on Auril 16 and there's a major storm where the Aphrodite temple gets damaged by a lightning strike, a few real-time months later if party B also happens by Praetos on Auril 16 you don't want to tell them it's a clear sunny day! :) Lan-"game logs are your friend"-efan [/QUOTE]
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