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<blockquote data-quote="Lord Vangarel" data-source="post: 51133" data-attributes="member: 223"><p>I've run all sorts of campaigns over the years with most taking the epic quest route guided by a strong storyline, the problem however is that once the quest is completed the campaign struggles to reach such epic heights again. Occasionally I've run games with no long term plot and these sometimes struggle to maintain momentum. Once I even tried a campaign where the players would set their own goals but that didn't work out either.</p><p></p><p>My current campaign has an overriding plot but I'm purposefully keeping it in the background and only letting little snippets of it become known occasionally. When planning each adventure I look at where the players are, what if anything they might be doing or want to be doing (their goals), and what if anything might be going on in the area. If none of the player's have current goals I look to the npcs and location for an idea of what the adventure should be about. Sometimes, if a player wants to achieve a specific objective then there is nothing else important going on, most times something else is going on and I end up with an A and a B story like Star Trek often does (mostly on TNG, DS9 episodes).</p><p></p><p>On the whole the current approach seems to be working reasonably well, every now and again an adventure contains a clue as to the greater whole, sometimes the clue is the adventure. One other thing I have done is slowed down the experience rate. I've done this for one reason only which is so I can better plan what monsters/npcs to put against the party for their next level. it used to be that sometimes I wouldn't be able to properly detail an npc/monster because the characters advanced to the level before I'd had a chance to detail enough npcs effectively. I still don't have enough time but at least now I have a bit more than in previous campaigns.</p></blockquote><p></p>
[QUOTE="Lord Vangarel, post: 51133, member: 223"] I've run all sorts of campaigns over the years with most taking the epic quest route guided by a strong storyline, the problem however is that once the quest is completed the campaign struggles to reach such epic heights again. Occasionally I've run games with no long term plot and these sometimes struggle to maintain momentum. Once I even tried a campaign where the players would set their own goals but that didn't work out either. My current campaign has an overriding plot but I'm purposefully keeping it in the background and only letting little snippets of it become known occasionally. When planning each adventure I look at where the players are, what if anything they might be doing or want to be doing (their goals), and what if anything might be going on in the area. If none of the player's have current goals I look to the npcs and location for an idea of what the adventure should be about. Sometimes, if a player wants to achieve a specific objective then there is nothing else important going on, most times something else is going on and I end up with an A and a B story like Star Trek often does (mostly on TNG, DS9 episodes). On the whole the current approach seems to be working reasonably well, every now and again an adventure contains a clue as to the greater whole, sometimes the clue is the adventure. One other thing I have done is slowed down the experience rate. I've done this for one reason only which is so I can better plan what monsters/npcs to put against the party for their next level. it used to be that sometimes I wouldn't be able to properly detail an npc/monster because the characters advanced to the level before I'd had a chance to detail enough npcs effectively. I still don't have enough time but at least now I have a bit more than in previous campaigns. [/QUOTE]
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