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What is at stake for the PCs?
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<blockquote data-quote="billd91" data-source="post: 7868211" data-attributes="member: 3400"><p>I've enjoyed the way Paizo's APs have often built in hooks to keep PCs motivated with the main arc of the plotline and, for the most part, we've found them reasonably natural and easily adopted. </p><p></p><p>For example, in our Skull and Shackles game (Paizo's piracy campaign), we found ourselves in possession of a pirate ship and crew... that had once been someone else's. And he, at that time, was quite a bit more powerful than us and had his own pirate fleet at his command. So we spent quite a bit of time building good relationships with other pirate captains and strongholds just to try to deter him from taking retribution. It was a pretty good and natural motivator in our decision making and, of course, fit in well with the long term flow of the campaign and its intrigues.</p></blockquote><p></p>
[QUOTE="billd91, post: 7868211, member: 3400"] I've enjoyed the way Paizo's APs have often built in hooks to keep PCs motivated with the main arc of the plotline and, for the most part, we've found them reasonably natural and easily adopted. For example, in our Skull and Shackles game (Paizo's piracy campaign), we found ourselves in possession of a pirate ship and crew... that had once been someone else's. And he, at that time, was quite a bit more powerful than us and had his own pirate fleet at his command. So we spent quite a bit of time building good relationships with other pirate captains and strongholds just to try to deter him from taking retribution. It was a pretty good and natural motivator in our decision making and, of course, fit in well with the long term flow of the campaign and its intrigues. [/QUOTE]
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