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<blockquote data-quote="JamesDJarvis" data-source="post: 2612800" data-attributes="member: 2515"><p>An uber plot that isn't always obvious as an uber plot. We were playing 2 or 3 years into my camapign before the players realized what the uber plot was. </p><p></p><p>Versimilitude: The evil wizard has bugbears guarding the front door because he has bugbears guarding the front door not because the PCs are levels 3-6. </p><p></p><p>Running Away is an option: PCs can find out about threats and challenges they can't deal with long before they get to them or have to deal with them, if they are wise they get out of the way. If they aren't , they die.</p><p></p><p>Character Roles and Power aren't as important as player styles. If you can keep the hacker hacking, the inquisitive soul deducing, the empire builder building, give the drama queen the spotlight now and again then you are going to get a lot more out of the campaign and the players are goign to enjoy it more then they are goign to be concerned about the power parity within the party. Play Parity is the important part.</p><p></p><p></p><p>Lots of places to adventure. Do more work then you are going to need but don't focus too much on things that aren't in front of the Players yet. My last campaign had several dozen ststed out villains and dozens of dungeons with literally hundreds of levels in the entire campaign. But i didn't devout untold meticulous hors working on many of them beyond an expanded outline before the players got wind of them for two reasons:</p><p> reason 1- I can only do so much at a time , working up 4 or 5 slightly fleshed out outlines is better then one fully detailed adventure with multiple interlaced subplots all of which may be ignored, sidestepped or foiled by th e players. </p><p></p><p>reason 2- outlines can be expanded and detailed to fit what is "going on right now" in the campaign much easier then the detailed multi-tiered adventure can.</p><p></p><p>Victory and Defeat: the players should be able to win and lose and still have the campaign go on. My PCs were mugged by a Fire Giant long before they were able to defeat it in combat, they lost horse and loot to the fire giant but it was perfectly content to let them live after hauling off their goodies. I got more use out of him that way also, his eventual defeat was very sweet also for the players when they were of level high enough to take him on and win.</p></blockquote><p></p>
[QUOTE="JamesDJarvis, post: 2612800, member: 2515"] An uber plot that isn't always obvious as an uber plot. We were playing 2 or 3 years into my camapign before the players realized what the uber plot was. Versimilitude: The evil wizard has bugbears guarding the front door because he has bugbears guarding the front door not because the PCs are levels 3-6. Running Away is an option: PCs can find out about threats and challenges they can't deal with long before they get to them or have to deal with them, if they are wise they get out of the way. If they aren't , they die. Character Roles and Power aren't as important as player styles. If you can keep the hacker hacking, the inquisitive soul deducing, the empire builder building, give the drama queen the spotlight now and again then you are going to get a lot more out of the campaign and the players are goign to enjoy it more then they are goign to be concerned about the power parity within the party. Play Parity is the important part. Lots of places to adventure. Do more work then you are going to need but don't focus too much on things that aren't in front of the Players yet. My last campaign had several dozen ststed out villains and dozens of dungeons with literally hundreds of levels in the entire campaign. But i didn't devout untold meticulous hors working on many of them beyond an expanded outline before the players got wind of them for two reasons: reason 1- I can only do so much at a time , working up 4 or 5 slightly fleshed out outlines is better then one fully detailed adventure with multiple interlaced subplots all of which may be ignored, sidestepped or foiled by th e players. reason 2- outlines can be expanded and detailed to fit what is "going on right now" in the campaign much easier then the detailed multi-tiered adventure can. Victory and Defeat: the players should be able to win and lose and still have the campaign go on. My PCs were mugged by a Fire Giant long before they were able to defeat it in combat, they lost horse and loot to the fire giant but it was perfectly content to let them live after hauling off their goodies. I got more use out of him that way also, his eventual defeat was very sweet also for the players when they were of level high enough to take him on and win. [/QUOTE]
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