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<blockquote data-quote="Shallown" data-source="post: 2224444" data-attributes="member: 1368"><p>I think an importnat part for me is not to plan too much. I finished an "epic" sort of game running from 1st to 18th. </p><p></p><p>I knew the first step of the story arc and I knew what the end should or most likely would be like. I planned little of the in between. One aspect of keeping it fresh is for you not to know a whole lot more than your players on what is gonna happen. This allows you some area to adjust things as the pl;ayers have an impact on the story arc. </p><p></p><p>Also I told my players there will be some railroading but not too any extreme. They could take time off from the story arc when they wanted and seldom was it extremely time sensitive. If it was time sensitive or a little more railroady it was for a short session or two not for long. I told them simply it might be railroading but hop on the train and I promise a goode ride with ineteresting sites and every once and a while a train station they could get off of and look around do their own thing before reboarding.</p><p></p><p>Now that I have dragged that anology through the mud.</p><p></p><p></p><p>I also built the campaign world expecting them to get to that level and adjusted it as needed for the powers/magic they would have.</p><p>I didn't nix teleport, raise dead, scry or divinations but gave them rules that they operated by. For example.</p><p>You could teleport lots of places but it wasn't like the spell wasn't unknown so people who could had ways to block it, All large and mid sized churches, by thier very nature, were proof against teleport, scry and divinations. The Gods liked keeping their business private.</p><p>Raising the dead worked like the book but you still had to make a deal with the Gods to get back usually giving something up or accepting a geas/quest or something. It meant something to come back from beyond. </p><p>Divinations such as commune were treated with respect and had a few added rules that were well known to those that could perform the spells. Ask a God a question and usually an agent of his answered and could be wrong or not as well informed usually not knowing before being wrong, also they answered things from their point of veiw not from the point of veiw of an uninvolved nuetral third party so Gods and their agenst may answer honestly but an honesty from their point of veiw.</p><p></p><p>Now all those things were still usefull just not abused.</p><p></p><p>I suggest you think about what the players can do early enough to make these things a normal part of the back ground. Even before the characters in my campaign could scry or teleport they knew where those things were not liekly to work so it wasn't like I suddenly pulled the magic rug from under them they knew limitations up front and still used all those powers/magic.</p><p></p><p>Don't hook the plot to one character or backgroound that the campaign may wander away from. I had lots of plans for different scene's or story arcs that never materialized becuase the characters headed somewhere else. This is fine and meant tobe just don't make it so they have to make X city their home base since likely they will pick somewhere else.</p><p></p><p>hope this helps</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 2224444, member: 1368"] I think an importnat part for me is not to plan too much. I finished an "epic" sort of game running from 1st to 18th. I knew the first step of the story arc and I knew what the end should or most likely would be like. I planned little of the in between. One aspect of keeping it fresh is for you not to know a whole lot more than your players on what is gonna happen. This allows you some area to adjust things as the pl;ayers have an impact on the story arc. Also I told my players there will be some railroading but not too any extreme. They could take time off from the story arc when they wanted and seldom was it extremely time sensitive. If it was time sensitive or a little more railroady it was for a short session or two not for long. I told them simply it might be railroading but hop on the train and I promise a goode ride with ineteresting sites and every once and a while a train station they could get off of and look around do their own thing before reboarding. Now that I have dragged that anology through the mud. I also built the campaign world expecting them to get to that level and adjusted it as needed for the powers/magic they would have. I didn't nix teleport, raise dead, scry or divinations but gave them rules that they operated by. For example. You could teleport lots of places but it wasn't like the spell wasn't unknown so people who could had ways to block it, All large and mid sized churches, by thier very nature, were proof against teleport, scry and divinations. The Gods liked keeping their business private. Raising the dead worked like the book but you still had to make a deal with the Gods to get back usually giving something up or accepting a geas/quest or something. It meant something to come back from beyond. Divinations such as commune were treated with respect and had a few added rules that were well known to those that could perform the spells. Ask a God a question and usually an agent of his answered and could be wrong or not as well informed usually not knowing before being wrong, also they answered things from their point of veiw not from the point of veiw of an uninvolved nuetral third party so Gods and their agenst may answer honestly but an honesty from their point of veiw. Now all those things were still usefull just not abused. I suggest you think about what the players can do early enough to make these things a normal part of the back ground. Even before the characters in my campaign could scry or teleport they knew where those things were not liekly to work so it wasn't like I suddenly pulled the magic rug from under them they knew limitations up front and still used all those powers/magic. Don't hook the plot to one character or backgroound that the campaign may wander away from. I had lots of plans for different scene's or story arcs that never materialized becuase the characters headed somewhere else. This is fine and meant tobe just don't make it so they have to make X city their home base since likely they will pick somewhere else. hope this helps later [/QUOTE]
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