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Techniques for spicing up aventures! By: Everyone?!
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<blockquote data-quote="Renfield" data-source="post: 3276415" data-attributes="member: 13493"><p>I'm going to see if I can't get this thread rolling again. Let's get some more ideas out there for adding new flavor to a game. I'm going to submit an idea I'm rolling around to try and liven up my age of worms campaign. Basically This:</p><p></p><p>The party was recently anihilated. Seeing as we had many character deaths so far that only one original character was left and a couple of the other players had gone through two others, I decided it was time to turn this around and shake things up a bit. So what if the battle against the coming Age of Worms was more widespread? Considering we're still relatively early in the campaign (Just completed Hall of Harsh Reflections) this is still quite doable as there is still plenty of mystery surrounding the events. </p><p></p><p>An idea I've been tossing around with a player who is almost something of a co-DM (or at least someone I go to to try and help brainstorm new ideas) has to do with the last session. In the adventure the players saved a noble woman, not long after she reached home she decided to check up on the adventurers only to find they had perished. She summoned her close friend and advisor and selected a group of competant adventurers to recover the remains of the group. She may not have been able to save their lives but perhaps she could offer them the potential of resurrection or at least a decent burial. This would give the players a chance to play with another character for a little while and then possibly play their old one once again. </p><p></p><p>My idea was this: Why not have the entirety of the assembled PC's work together?</p><p></p><p>Now that could get complicated but hear me out. With events dealing with the Age of Worms being more wide spread perhaps there are other things happening in other parts of the land (we're playing in Eberron) and the assembled PC's must split up, one group investigates some event in Karnath while another continues on to Champions Belt in Breland. The module would be tweaked a bit to assist with this change in play and effectively their would be two campaigns in one. Occasionally the groups would meet up and perhaps a different combination of teams would form and they'd split once again. This would be an interesting way not to be restricted to the modules. </p><p></p><p>So my addition to spicing up the campaign is this: try a similar method to keep things interesting. Allow the players to technically play two characters, simply not in the same adventuring group perse. An assembled league or guild working towards one goal but one that requires divided attention. This wouldn't be prime for beginning DM's or roleplayers as some might have trouble switching from one player to the other and the amount of planning on the DM's part might be a little overwhelming. Still, it could make for some interesting capaigns.</p></blockquote><p></p>
[QUOTE="Renfield, post: 3276415, member: 13493"] I'm going to see if I can't get this thread rolling again. Let's get some more ideas out there for adding new flavor to a game. I'm going to submit an idea I'm rolling around to try and liven up my age of worms campaign. Basically This: The party was recently anihilated. Seeing as we had many character deaths so far that only one original character was left and a couple of the other players had gone through two others, I decided it was time to turn this around and shake things up a bit. So what if the battle against the coming Age of Worms was more widespread? Considering we're still relatively early in the campaign (Just completed Hall of Harsh Reflections) this is still quite doable as there is still plenty of mystery surrounding the events. An idea I've been tossing around with a player who is almost something of a co-DM (or at least someone I go to to try and help brainstorm new ideas) has to do with the last session. In the adventure the players saved a noble woman, not long after she reached home she decided to check up on the adventurers only to find they had perished. She summoned her close friend and advisor and selected a group of competant adventurers to recover the remains of the group. She may not have been able to save their lives but perhaps she could offer them the potential of resurrection or at least a decent burial. This would give the players a chance to play with another character for a little while and then possibly play their old one once again. My idea was this: Why not have the entirety of the assembled PC's work together? Now that could get complicated but hear me out. With events dealing with the Age of Worms being more wide spread perhaps there are other things happening in other parts of the land (we're playing in Eberron) and the assembled PC's must split up, one group investigates some event in Karnath while another continues on to Champions Belt in Breland. The module would be tweaked a bit to assist with this change in play and effectively their would be two campaigns in one. Occasionally the groups would meet up and perhaps a different combination of teams would form and they'd split once again. This would be an interesting way not to be restricted to the modules. So my addition to spicing up the campaign is this: try a similar method to keep things interesting. Allow the players to technically play two characters, simply not in the same adventuring group perse. An assembled league or guild working towards one goal but one that requires divided attention. This wouldn't be prime for beginning DM's or roleplayers as some might have trouble switching from one player to the other and the amount of planning on the DM's part might be a little overwhelming. Still, it could make for some interesting capaigns. [/QUOTE]
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