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<blockquote data-quote="Echohawk" data-source="post: 9246526" data-attributes="member: 9849"><p>I want to second this suggestion. One of my most successful campaigns had the players be members of an adventurers' guild. Most games had a similar structure -- the players were given a mission briefing by the guild, went off do to the adventure, and then came back for a mission debriefing. This enabled me to throw a variety of different types and styles of adventures at them without needing to worry too much about hooking them all together. The debriefing at the end was also a useful tool for me to get feedback on what they liked best in each adventure. When you ask players (in character) to recount the adventure they've just been on, they respond with all the best bits.</p><p></p><p>What is it about shopping side treks? My players pretend to love combat encounters the most, but put a wily merchant with some interesting wares in their path and they can get distracted for half of the session. Haggling the merchant down in price becomes a challenge they cannot walk away from.</p><p></p><p>Please don't stress about having one player who struggles to role-play. I had one in my group who simply wasn't wired to role-play, at least in the sense of pretending to be his character. He described everything his character did in the third person! That didn't mean he wasn't having fun. He loved the overall story elements, was an excellent tactician and had as much fun throughout that campaign as everyone else. If your wife is being otherwise supportive, then throw yourself into the role-playing aspect as much as you feel comfortable doing. Do the funny voices, act out the body language of the lurking troll. Even if it feels a little silly at the time, nobody in the group will remember it as "silly". They will remember is as fun and engaging.</p></blockquote><p></p>
[QUOTE="Echohawk, post: 9246526, member: 9849"] I want to second this suggestion. One of my most successful campaigns had the players be members of an adventurers' guild. Most games had a similar structure -- the players were given a mission briefing by the guild, went off do to the adventure, and then came back for a mission debriefing. This enabled me to throw a variety of different types and styles of adventures at them without needing to worry too much about hooking them all together. The debriefing at the end was also a useful tool for me to get feedback on what they liked best in each adventure. When you ask players (in character) to recount the adventure they've just been on, they respond with all the best bits. What is it about shopping side treks? My players pretend to love combat encounters the most, but put a wily merchant with some interesting wares in their path and they can get distracted for half of the session. Haggling the merchant down in price becomes a challenge they cannot walk away from. Please don't stress about having one player who struggles to role-play. I had one in my group who simply wasn't wired to role-play, at least in the sense of pretending to be his character. He described everything his character did in the third person! That didn't mean he wasn't having fun. He loved the overall story elements, was an excellent tactician and had as much fun throughout that campaign as everyone else. If your wife is being otherwise supportive, then throw yourself into the role-playing aspect as much as you feel comfortable doing. Do the funny voices, act out the body language of the lurking troll. Even if it feels a little silly at the time, nobody in the group will remember it as "silly". They will remember is as fun and engaging. [/QUOTE]
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