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Stop and See the Sights - Campaign Advice
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<blockquote data-quote="Retreater" data-source="post: 7578569" data-attributes="member: 42040"><p>As a part of our original campaign discussion, the group decided they wanted a political, intrigue, and less action-oriented game. So I created a really detailed city with a pretty nice full color map, many points of interest, and several competing factions. The group spent 2 sessions there before racing off to the next city. So I created a second really detailed city with a pretty nice full color map, many points of interest, and several competing factions. The group again spent 2 sessions there before being ready to race off to the next city.</p><p></p><p>Numerous plot threads are left dangling. Work is going unused. </p><p></p><p>I am wondering, do I force the party to stay there? Do I stop planning at this level and have the group interact with bland, generic cities? Or do I remove the motivation for their rush?</p><p></p><p>The group is trying to find a kidnapped political prisoner, a child. I've tried to make it clear that the boy isn't in immediate danger and he's being used for political leverage. I've had NPCs suggest that they try to gather intel in City A (and again in City B) - because they don't even know where the kid might have been taken or why. </p><p></p><p>So I introduce factions that offer to help the group if the party agrees to do a simple mission for them. Their response is "we don't have time-we have to find the boy!" </p><p></p><p>I'm wondering if I should save my campaign by 1) killing the kid; 2) having the other kingdom list their demands; 3) allow the party to go ahead and rescue the kid; 4) take away their means of travel to slow the pace. </p><p></p><p>Or maybe there's something I'm missing?</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Retreater, post: 7578569, member: 42040"] As a part of our original campaign discussion, the group decided they wanted a political, intrigue, and less action-oriented game. So I created a really detailed city with a pretty nice full color map, many points of interest, and several competing factions. The group spent 2 sessions there before racing off to the next city. So I created a second really detailed city with a pretty nice full color map, many points of interest, and several competing factions. The group again spent 2 sessions there before being ready to race off to the next city. Numerous plot threads are left dangling. Work is going unused. I am wondering, do I force the party to stay there? Do I stop planning at this level and have the group interact with bland, generic cities? Or do I remove the motivation for their rush? The group is trying to find a kidnapped political prisoner, a child. I've tried to make it clear that the boy isn't in immediate danger and he's being used for political leverage. I've had NPCs suggest that they try to gather intel in City A (and again in City B) - because they don't even know where the kid might have been taken or why. So I introduce factions that offer to help the group if the party agrees to do a simple mission for them. Their response is "we don't have time-we have to find the boy!" I'm wondering if I should save my campaign by 1) killing the kid; 2) having the other kingdom list their demands; 3) allow the party to go ahead and rescue the kid; 4) take away their means of travel to slow the pace. Or maybe there's something I'm missing? What do you think? [/QUOTE]
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