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[Spoilers] Help with a campaign arc idea.
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<blockquote data-quote="Riastlin" data-source="post: 5677615" data-attributes="member: 94022"><p>Just a tip for the future/next campaign (and maybe you already do this, in which case, you may just have players that want to simply kill things and take their loot):</p><p> </p><p>I find that if I simply ask my players "What do you want to do?" I get a bunch of blank stares. </p><p> </p><p>If, on the other hand, I do something like "Make a streetwise check. Okay, with a 17 you learn that a) the guards are looking for somebody to take of a problem with some bandits to the North, b) The blacksmith Piers Aybarra is looking for somebody to help find his missing daughter and c) the captain of a merchant vessel is looking for a few strong arms to help protect her ship on its next run as they've run into several pirates. What would you like to do?" I get a lot more excitement and conversation. You need to give your players a little bit of information from which to make an informed decision. Otherwise, its just attacking the darkness. </p><p> </p><p>One of the nice things about the above method is that even with those three hooks, which seem very different, I could tie them all into the same adventure, just with different starting points.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5677615, member: 94022"] Just a tip for the future/next campaign (and maybe you already do this, in which case, you may just have players that want to simply kill things and take their loot): I find that if I simply ask my players "What do you want to do?" I get a bunch of blank stares. If, on the other hand, I do something like "Make a streetwise check. Okay, with a 17 you learn that a) the guards are looking for somebody to take of a problem with some bandits to the North, b) The blacksmith Piers Aybarra is looking for somebody to help find his missing daughter and c) the captain of a merchant vessel is looking for a few strong arms to help protect her ship on its next run as they've run into several pirates. What would you like to do?" I get a lot more excitement and conversation. You need to give your players a little bit of information from which to make an informed decision. Otherwise, its just attacking the darkness. One of the nice things about the above method is that even with those three hooks, which seem very different, I could tie them all into the same adventure, just with different starting points. [/QUOTE]
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[Spoilers] Help with a campaign arc idea.
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