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<blockquote data-quote="Alhazred" data-source="post: 1656790" data-attributes="member: 19335"><p>Ya, this type of campaign can be very frustrating. "Finally, we killed the horrible villain. Now we're true heroes of legend and... okay, who the hell is that? What?! He has a big brother?!"</p><p></p><p>However, I did attempt a variant of this type, and it went rather well. The PCs knew in advance the identify of the campaign villain (the general of the occupying army, a 20th level baddie). The PCs worked against the occupying army (open assaults, sabotage, forging alliances with neutral parties, etc) encoutering the general's minions has they moved closer to the final encounter.</p><p></p><p>Unfortunately, the group broke up before the end. However, there was satisfaction amongst the players, who felt that the campaign held together nicely. Each new villain was logically tied to a defeated villain as well as the story. With each victory, the players knew they accomplished something while maintaining the integrity of the campaign. It also permitted the players to see the fruits of their labours: how each victory caused the general to redirect troops, open new fronts and strike out blindly in frustration. (The PCs gained a reasonably powerful mage as an ally, who allowed them to scry the general - they caught him cursing their names for all the trouble they were causing him. They liked that.)</p><p></p><p>If done properly, I think the style can work. If done properly.</p></blockquote><p></p>
[QUOTE="Alhazred, post: 1656790, member: 19335"] Ya, this type of campaign can be very frustrating. "Finally, we killed the horrible villain. Now we're true heroes of legend and... okay, who the hell is that? What?! He has a big brother?!" However, I did attempt a variant of this type, and it went rather well. The PCs knew in advance the identify of the campaign villain (the general of the occupying army, a 20th level baddie). The PCs worked against the occupying army (open assaults, sabotage, forging alliances with neutral parties, etc) encoutering the general's minions has they moved closer to the final encounter. Unfortunately, the group broke up before the end. However, there was satisfaction amongst the players, who felt that the campaign held together nicely. Each new villain was logically tied to a defeated villain as well as the story. With each victory, the players knew they accomplished something while maintaining the integrity of the campaign. It also permitted the players to see the fruits of their labours: how each victory caused the general to redirect troops, open new fronts and strike out blindly in frustration. (The PCs gained a reasonably powerful mage as an ally, who allowed them to scry the general - they caught him cursing their names for all the trouble they were causing him. They liked that.) If done properly, I think the style can work. If done properly. [/QUOTE]
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