Tell me about you 4th ed campaigns..

bagger245

Explorer
So, I was thinking about running 4th ed again after a disastrous Kobold Hall experience.
My players still think negatively of the game but I am trying my best to make them
like it. I was thinking up what type of campaign to run and thought of running FRCS
with the new books and all.
Would love to here any campaign suggestions on FRCS or your own campaigns and their nature.
I want to know how you guys make 4th ed work for you, and I realize it might lie in the
heart of the campaign you're running..
 

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Started a 4E campaign using modules from RPGA. Well, I never used modules before and just discovered this is not my kind of thing.

Will continue as a free campaign.

So far combats are cool but roleplaying seems weird...
 

I'm running a homebrew which was launched with Keep and which is linked in my sig. Once the players close the rift (or not), they'll push out into the plains and I'll start throwing pieces of published adventures re-badged to fit the campaign. Everyone seems to be having fun so far, although there is some dissent over the quality of Keep, some of which I'm forced to agree with, and have tried to rectify, to a greater or lesser extent. Still, if nothing else, it's taught me a lot about running a successful 4E game, as well as about the preferences of an almost completely new gaming group.
 

I'm running a homebrew campaign based on Earthdawn, where everybody just came out of their underground safehouses and society is just starting to get rebuilt after the Horror cataclysm.

I'm actually basing it also in part on the plot of the tv show Jericho, because that has a certain similarity in the situation and the episode plots help me keep my story going.

So there is a lot of exploration as the characters step out into the world for the first time. A lot of quests with different factions trying to get a little piece of safety and/or power, etc. A lot of ruins and dungeons to explore.

There's a decent amount of roleplay and exploration with action taking a major place storywise, but 2nd place timewise. Very few randome ncounters. Action is all based on plot related, sensible (as in they make sense) situations and often as culmination of a session/storyline/quest. All in all we're having a lot of fun with it... :)
 

To be honest, at the "campaign" level, 4e isn't any different from any other edition of D&D for me. It's not like I could run a certain type of campaign in one version, but not the others. I freely convert 1e and 2e modules to 4e just like I did with 3e.
 

I started DMing H1 for my group, and after they finished it I asked honestly what did they think about it. Half the players were sort of indifferent, the other half didn't like it.

I decided to start a campaign on FR (my first attempt at FR) without following any modules or such, and so far they seem to be enjoying it. I also prefer it that way, the idea of going down a hole and coming back the next day 4 levels stronger doesn't really appeal to me.

Maybe it's just me that is not very used to running set modules, but when I run such things I have a hard time connecting the story/adventure with the character's purposes, background, etc.
 
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I ran a compliation of Raiders of Oakhurst (free enworld adventure) and kobold hall (no dragons).
Then a couple of hombrew adventures, a drake heavy dungeon crawl, an escape from a forest fire, and a rescue the slaves mission, with elves and duegar as enemies.
Seeding it all with clues and plots leading to H2: Thunderspire Laybrinth.
Hooks: [sblock]
1. They found a letter addressed to "7PH" – confirming that the way to the “tower of truth” led through the “well”.
2. The PCs were paid to rescue some slaves, and killed the Duegar holding them. They were informed of a recent doubling of the price of slaves, due to increased demand from some (unknown, under-dark source),
3. A city above thunderspire labyrinth is considered a nexus of the slave trade.
4. On the way to the city, a companion vanished leaving behind some dead gnolls, of the black fang tribe.
5. A girl from the PCs village, was last seen in the city, asking directions for the seven pillared hall.
[/sblock]

One player bailed leaving us with a 3 person party, so I am toning down all of the encounters by hand. I have also added some of detail to the undefined areas of the labyrinth - like the Hall of the Broken Dragon and Houses of Silence. The online expansion kinda sucked, turning each location into a single encounter, but I will use the one provided for in the cistern, if the PCs follow that plot hook.

I am laying more plothooks leading toward P2: (Drow city adventure) but if that adventure sucks ill retrofit the 1e vault of the drow. Which was just lovely.
It may turn into a paragon one-shot, and serve as an epiloge.

Aside from the one player leaving (mostly RL issues, but part 4e dislike) we are having a good time.

Powers and action points are fun, healing surges are a big improvement on wands of CLW.
The lack of a logical economy is troubling, but it did encourage me to handwave all mundane expenses. The PCs just find "pocket change" or "imaginary gold" on most humaniod opponents, it is not counted and it is assumed to pay for Inns, ale, small bribes for information, and trinkets for "friendly" ladies. The players love not micromangaing funds.
 
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