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Still no overall plot...
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<blockquote data-quote="kigmatzomat" data-source="post: 2344167" data-attributes="member: 9254"><p>I believe in arcs within arcs, meaning that a given adventure stands alone but may or may not play a part in a larger arc. At levels 1-5 you were right that you really didn't need a big arc. Think of a story arc as a jart, those "blunted" oversized lawn darts. Somebody does something sending a jart hurtling into the air for it to come down later. The question becomes, who does it land on? </p><p></p><p>You've got 4 arcs in play: BBEG guild, Blacklock, the mine, and the stronghold. </p><p></p><p>BBEGuild should become the running nuisance ("You killed Lord Nobody and escaped our assassins! You will be an example to others!"). Blacklock should at the very least consider blacklisting them, but may cut them some slack for the shipwrecking. </p><p>The mine will still be investigated by someone. </p><p></p><p>Various arcs are: </p><p>The party hooks up with Blacklock, possibly by accident ("aren't you investigating a mine?") and is sent to far, far away places where the BBEG might forget about them. What happened before is as a picnic and they must find a way back, possibly as sailors aboard a ship owned by the BBEGuild that's been away so long the captain wouldn't know to kill them. </p><p></p><p>The BBEGuild go to the mine, their supposed destination, and find a McGuffin of power that makes them dangerous. Alternately they are turned into some form of monsters (vampire, wraith, etc) for their trouble and hunt the PCs down out of vengeance or to eliminate their curse. </p><p></p><p>The stronghold has a McGuffin that must be destroyed. Hilarity ensues.</p><p></p><p>The stronghold is *reputed* to have a McGuffin of Power and the BBEGuild/Blacklock/etc chase the party trying to get it, even though they never found it.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2344167, member: 9254"] I believe in arcs within arcs, meaning that a given adventure stands alone but may or may not play a part in a larger arc. At levels 1-5 you were right that you really didn't need a big arc. Think of a story arc as a jart, those "blunted" oversized lawn darts. Somebody does something sending a jart hurtling into the air for it to come down later. The question becomes, who does it land on? You've got 4 arcs in play: BBEG guild, Blacklock, the mine, and the stronghold. BBEGuild should become the running nuisance ("You killed Lord Nobody and escaped our assassins! You will be an example to others!"). Blacklock should at the very least consider blacklisting them, but may cut them some slack for the shipwrecking. The mine will still be investigated by someone. Various arcs are: The party hooks up with Blacklock, possibly by accident ("aren't you investigating a mine?") and is sent to far, far away places where the BBEG might forget about them. What happened before is as a picnic and they must find a way back, possibly as sailors aboard a ship owned by the BBEGuild that's been away so long the captain wouldn't know to kill them. The BBEGuild go to the mine, their supposed destination, and find a McGuffin of power that makes them dangerous. Alternately they are turned into some form of monsters (vampire, wraith, etc) for their trouble and hunt the PCs down out of vengeance or to eliminate their curse. The stronghold has a McGuffin that must be destroyed. Hilarity ensues. The stronghold is *reputed* to have a McGuffin of Power and the BBEGuild/Blacklock/etc chase the party trying to get it, even though they never found it. [/QUOTE]
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