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Well, my campaign's kaput! {update: not so kaput anymore}
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<blockquote data-quote="Snoweel" data-source="post: 1372342" data-attributes="member: 4453"><p>Firstly, you're right - your game <strong>should</strong> have ended when the PCs killed Leska.</p><p></p><p>Secondly, when a game does end, jump the campaign timeline forward 10 (or 20 or 40 or 100 or 500 or whatever) years. You can more or less use the same maps, certain major NPCs will still be around, hell, the old PCs might be major NPCs now. (Don't let too many of the players make up new PCs who are children of their old PCs - it gets stale pretty quick). And you'll likely have a new Hitler to face, cities will be familiar yet satisfyingly different and the players will feel a connection to the history of the setting.</p><p></p><p>Lastly, if the PCs aren't united in any particular goal, it's because you haven't revealed your campaign's version of the Great Tribulation (or whatever) to them. Have <strong>SOMETHING BIG</strong> going on in your world. Give your PCs the opportunity to be involved, and if they don't take the bait, let them hear about how heinous this new threat is, and how other brave souls (NPCs) are making names for themselves and earning importance in the gameworld. That should get them emotionally invested (and united) in the campaign - the idea that the rest of the world <strong>doesn't</strong> know the PCs are "supposed to be the heroes in the story".</p><p></p><p>And it doesn't need to be said, but I'm sure if I don't second-guess it here, somebody else will pipe up - Don't let NPCs overshadow the PCs <em>in their adventures</em> but if the PCs are more interested in gaining personal power at the expense of each other and the rest of the gameworld, than in interacting with the setting, then let NPCs steal the limelight, as long as it's only in the background of the campaign.</p></blockquote><p></p>
[QUOTE="Snoweel, post: 1372342, member: 4453"] Firstly, you're right - your game [b]should[/b] have ended when the PCs killed Leska. Secondly, when a game does end, jump the campaign timeline forward 10 (or 20 or 40 or 100 or 500 or whatever) years. You can more or less use the same maps, certain major NPCs will still be around, hell, the old PCs might be major NPCs now. (Don't let too many of the players make up new PCs who are children of their old PCs - it gets stale pretty quick). And you'll likely have a new Hitler to face, cities will be familiar yet satisfyingly different and the players will feel a connection to the history of the setting. Lastly, if the PCs aren't united in any particular goal, it's because you haven't revealed your campaign's version of the Great Tribulation (or whatever) to them. Have [b]SOMETHING BIG[/b] going on in your world. Give your PCs the opportunity to be involved, and if they don't take the bait, let them hear about how heinous this new threat is, and how other brave souls (NPCs) are making names for themselves and earning importance in the gameworld. That should get them emotionally invested (and united) in the campaign - the idea that the rest of the world [b]doesn't[/b] know the PCs are "supposed to be the heroes in the story". And it doesn't need to be said, but I'm sure if I don't second-guess it here, somebody else will pipe up - Don't let NPCs overshadow the PCs [i]in their adventures[/i] but if the PCs are more interested in gaining personal power at the expense of each other and the rest of the gameworld, than in interacting with the setting, then let NPCs steal the limelight, as long as it's only in the background of the campaign. [/QUOTE]
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