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Tips on running a long-running campaign
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<blockquote data-quote="Ruined" data-source="post: 2226506" data-attributes="member: 113"><p>Lots of good suggestions in this thread. Here's one I have used and recommend it strongly. 'Seed' the campaign with lots of smaller plots and goals before you get started. By this, I mean, taking some time with each player and helping to work up their background so you can draw from it as the campaign goes on. Here's an example from mine.</p><p></p><p>One player has a fighter that belonged to the roman-style army that would become one of the main group antagonist. We ran his pre-game session where we worked out three seperate scenes. In the first scene, we meet his 'brothers' (fellow soldiers in his small unit) and the great strategist who leads the division, and we witness the brutal nature of their work. In the second, we meet the dark dwarf assault unit that works with them to purge some ratmen from underground tunnels. During this conflict, our PC is struck by magicks that brand an odd tattoo on his forearm. In the third scene, we meet an inquisitor who commands the squad to burn a town to the ground. Our hero rebels, and is struck down by a dark dwarf, left for dead. He is spirited away and recovers in another town.</p><p></p><p>So in the course of the campaign, aside from the overarching plot of the game, this PC has:</p><p>a) found two of his brothers and taken them on as cohort</p><p>b) killed another brother who stayed loyal to the enemy army</p><p>c) killed the inquisitor who nearly destroyed a temple where they rested</p><p>d) had a dangerous parley with the dark dwarf friend who nearly killed him, promising to fight another day</p><p></p><p>And we still haven't dealt with the magic tattoo or the strategist that is masterminding the current movements of the military armada. It's allowed me to remain very flexible with the campaign, and when there are any potential slow points, I can pull something out of my bag of tricks to spice up the game. Instant Foreshadowing!</p></blockquote><p></p>
[QUOTE="Ruined, post: 2226506, member: 113"] Lots of good suggestions in this thread. Here's one I have used and recommend it strongly. 'Seed' the campaign with lots of smaller plots and goals before you get started. By this, I mean, taking some time with each player and helping to work up their background so you can draw from it as the campaign goes on. Here's an example from mine. One player has a fighter that belonged to the roman-style army that would become one of the main group antagonist. We ran his pre-game session where we worked out three seperate scenes. In the first scene, we meet his 'brothers' (fellow soldiers in his small unit) and the great strategist who leads the division, and we witness the brutal nature of their work. In the second, we meet the dark dwarf assault unit that works with them to purge some ratmen from underground tunnels. During this conflict, our PC is struck by magicks that brand an odd tattoo on his forearm. In the third scene, we meet an inquisitor who commands the squad to burn a town to the ground. Our hero rebels, and is struck down by a dark dwarf, left for dead. He is spirited away and recovers in another town. So in the course of the campaign, aside from the overarching plot of the game, this PC has: a) found two of his brothers and taken them on as cohort b) killed another brother who stayed loyal to the enemy army c) killed the inquisitor who nearly destroyed a temple where they rested d) had a dangerous parley with the dark dwarf friend who nearly killed him, promising to fight another day And we still haven't dealt with the magic tattoo or the strategist that is masterminding the current movements of the military armada. It's allowed me to remain very flexible with the campaign, and when there are any potential slow points, I can pull something out of my bag of tricks to spice up the game. Instant Foreshadowing! [/QUOTE]
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