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General Tabletop Discussion
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Some Thoughts on Campaign Design
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<blockquote data-quote="Haltherrion" data-source="post: 5333813" data-attributes="member: 18253"><p>Loosely coupled plot threads around multiple factions can certainly do the trick. You can do the same within a single faction or even an NPC or two who is a plot nexus.</p><p> </p><p>If you still want to work the over arching scenario concept, construct one with multiple paths that can be resolved in any particular order. Dragon Age did this: player needs to get X allies and each of these might have some sub-plots but the order in which you did them could vary and you could go from one to another without too much trouble.</p><p> </p><p>An NPC that is in the thick of things can generate a number of threads; it's always especially nice for the players if you can make these threads seem disparate but tie them together. So the thief-master who is sending out jobs to different groups, all getting/doing stuff for him for one purpose. The players perhaps start connecting the dots (this can work with the thief master as an ally or as a "foe").</p><p> </p><p>It can be hard to pull of multiple subplots at the same time unless you play a lot, though. Players will start forgetting what's buried deep on the plot stack. That's one reason to make sure they are all tightly linked together, less chance for things to get lost and forgotten.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5333813, member: 18253"] Loosely coupled plot threads around multiple factions can certainly do the trick. You can do the same within a single faction or even an NPC or two who is a plot nexus. If you still want to work the over arching scenario concept, construct one with multiple paths that can be resolved in any particular order. Dragon Age did this: player needs to get X allies and each of these might have some sub-plots but the order in which you did them could vary and you could go from one to another without too much trouble. An NPC that is in the thick of things can generate a number of threads; it's always especially nice for the players if you can make these threads seem disparate but tie them together. So the thief-master who is sending out jobs to different groups, all getting/doing stuff for him for one purpose. The players perhaps start connecting the dots (this can work with the thief master as an ally or as a "foe"). It can be hard to pull of multiple subplots at the same time unless you play a lot, though. Players will start forgetting what's buried deep on the plot stack. That's one reason to make sure they are all tightly linked together, less chance for things to get lost and forgotten. [/QUOTE]
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