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<blockquote data-quote="Zerovoid" data-source="post: 51624" data-attributes="member: 283"><p>This is a very good topic, and something that I'm struggling with in my own campaign. How can I keep track of a large number of NPC's, stores, plots, locations, events, and other things so that I can present a consistent world to the players. And more importantly, how can I get them to pay attention enough that they remember stuff without me always prompting them. I have a large file that I just keep adding to that has the essential story of the campaign so far. I also keep another file with information about the campaign that I think the PC's should know, and I usually email it out with some sort of news update every couple weeks. I don't think many of them read it, but ideally if they did, it would keep them up to date. I type up a synopsis of each adventure before hand, with names for all relavent NPC's and locations, but during the game, I inevitably have to pencil in things that get forgetten later.</p><p></p><p>Now, onto the question of making the players feel engaged in the campaign. I feel that I'm always having to remind them of everything thats going on, so that all the work I do is in vain. This is an exaggeration, but I feel like I'm saying things like this sometimes. "Remember, he's the wizard who hired you to get the artifact, but then you discovered that he's evil. Now, are you going to give it to him or not." I'm not sure how to deal with stuff like this. The players won't really be happy if they all die because they forgot some detail from three sessions ago, and I wouldn't have any sort of campaign at all because this would probably happen all the time. At the same time, I feel like I'm being forced to railroad the PC's, because they won't watch out for themselves. The campaign journels for xp sound like a good idea. If I can get people to think about the game again in the middle of the week, then maybe they'll pay more attention to it.</p></blockquote><p></p>
[QUOTE="Zerovoid, post: 51624, member: 283"] This is a very good topic, and something that I'm struggling with in my own campaign. How can I keep track of a large number of NPC's, stores, plots, locations, events, and other things so that I can present a consistent world to the players. And more importantly, how can I get them to pay attention enough that they remember stuff without me always prompting them. I have a large file that I just keep adding to that has the essential story of the campaign so far. I also keep another file with information about the campaign that I think the PC's should know, and I usually email it out with some sort of news update every couple weeks. I don't think many of them read it, but ideally if they did, it would keep them up to date. I type up a synopsis of each adventure before hand, with names for all relavent NPC's and locations, but during the game, I inevitably have to pencil in things that get forgetten later. Now, onto the question of making the players feel engaged in the campaign. I feel that I'm always having to remind them of everything thats going on, so that all the work I do is in vain. This is an exaggeration, but I feel like I'm saying things like this sometimes. "Remember, he's the wizard who hired you to get the artifact, but then you discovered that he's evil. Now, are you going to give it to him or not." I'm not sure how to deal with stuff like this. The players won't really be happy if they all die because they forgot some detail from three sessions ago, and I wouldn't have any sort of campaign at all because this would probably happen all the time. At the same time, I feel like I'm being forced to railroad the PC's, because they won't watch out for themselves. The campaign journels for xp sound like a good idea. If I can get people to think about the game again in the middle of the week, then maybe they'll pay more attention to it. [/QUOTE]
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