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<blockquote data-quote="Old One" data-source="post: 2226994" data-attributes="member: 83"><p>Lots of great advice above...</p><p></p><p>My 2 coppers is <u>consequences</u>.</p><p></p><p>A broad, overarching plotline...segmented into general digestible bites...is great. Just don't get too detailed, since the PCs will inevitably invalidated a tightly scripted plot through actions and inactions (and the farther down the plotarc you travel, the greater the effect).</p><p></p><p>Which brings us to consequences. Present the PCs with several minor plot arcs, tied into PC backgrounds with real-world motivations such as love, honor, greed, betrayal, previous failure, etc. Don't force the PCs to follow any particular plotline...but have there be consequences (good or ill...mostly ill <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />) for not addressing mini-arcs.</p><p></p><p>They hear a rumor of a raiding band of goblins but decide to compete in the King's Tourney for gold and prizes instead of chasing the miscreants down? Fine...but they may find the raiding band has killed or kidnapped a friend, relative or mentor. Or another adventuring band tracks down and eliminates the threat, thereby receiving accolades from the local duke and the affection of a PCs betrothed.</p><p></p><p>I have found that continuously presenting PCs with varied mini-arcs, some of which are related to the overarching plot and some of which are unrelated and letting them choose increases "ownership" of the campaign. Of course, some players get "paralysis by analysis" if presented with too many choices...so you have to know your players.</p><p></p><p>Moving mini-arcs forward along a pre-set timeline (absent PC intervention) is a good way to build a dynamic, breathing and believable world. If they fail to accompany a diplomatic mission to a neighboring kingdom, the diplomatic party is ambushed...leading to war between the two counties. Consequences may not play out for months (or even years)...but having things come back to confront or haunt the PCs can be lots of fun. </p><p></p><p>Likewise, show them how small successes impact the world. If they save the wayward daughter of a local merchant, he greatfully introduces them to a contact in the Duke's court who employs them to help open a new trade route. If successful, they are award a spice concession that provides some steady income. This is much better than getting the ubiquitous "100 gp reward" from the merchant.</p><p></p><p>Start small...present varied options...see what the PCs bite on...consider circumstance, reward and advanced timeline...see how the players react. As you progress, look for (non-cheesy) ways to tie seemingly disparate mini-arcs together to support your overarching plot.</p><p></p><p>Good luck,</p><p></p><p>~ OO</p></blockquote><p></p>
[QUOTE="Old One, post: 2226994, member: 83"] Lots of great advice above... My 2 coppers is [U]consequences[/U]. A broad, overarching plotline...segmented into general digestible bites...is great. Just don't get too detailed, since the PCs will inevitably invalidated a tightly scripted plot through actions and inactions (and the farther down the plotarc you travel, the greater the effect). Which brings us to consequences. Present the PCs with several minor plot arcs, tied into PC backgrounds with real-world motivations such as love, honor, greed, betrayal, previous failure, etc. Don't force the PCs to follow any particular plotline...but have there be consequences (good or ill...mostly ill :]) for not addressing mini-arcs. They hear a rumor of a raiding band of goblins but decide to compete in the King's Tourney for gold and prizes instead of chasing the miscreants down? Fine...but they may find the raiding band has killed or kidnapped a friend, relative or mentor. Or another adventuring band tracks down and eliminates the threat, thereby receiving accolades from the local duke and the affection of a PCs betrothed. I have found that continuously presenting PCs with varied mini-arcs, some of which are related to the overarching plot and some of which are unrelated and letting them choose increases "ownership" of the campaign. Of course, some players get "paralysis by analysis" if presented with too many choices...so you have to know your players. Moving mini-arcs forward along a pre-set timeline (absent PC intervention) is a good way to build a dynamic, breathing and believable world. If they fail to accompany a diplomatic mission to a neighboring kingdom, the diplomatic party is ambushed...leading to war between the two counties. Consequences may not play out for months (or even years)...but having things come back to confront or haunt the PCs can be lots of fun. Likewise, show them how small successes impact the world. If they save the wayward daughter of a local merchant, he greatfully introduces them to a contact in the Duke's court who employs them to help open a new trade route. If successful, they are award a spice concession that provides some steady income. This is much better than getting the ubiquitous "100 gp reward" from the merchant. Start small...present varied options...see what the PCs bite on...consider circumstance, reward and advanced timeline...see how the players react. As you progress, look for (non-cheesy) ways to tie seemingly disparate mini-arcs together to support your overarching plot. Good luck, ~ OO [/QUOTE]
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