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What sort of adventures do you run?
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<blockquote data-quote="WayneLigon" data-source="post: 1472602" data-attributes="member: 3649"><p>What a fascinating site. </p><p></p><p>Looking at <a href="http://www.enworld.org/forums/showthread.php?t=68785" target="_blank">my AU Story Hour</a>... hmm. </p><p>Most Peculiar, Momma </p><p>I Beg Your Pardon? </p><p>Hidden Base </p><p>Elementary, My Dear Watson </p><p>Escort Service </p><p>Ounces of Prevention </p><p>Pandora's Box </p><p>Troublemakers </p><p></p><p>...have all been run. Most of the adventures spin on a variant of Elementary, My Dear Watson and Escort Service, with Troublemakers being the main theme. </p><p> </p><p>Most of my stuff flows together in an organic fashion; I started the campaign with them arriving in town. Player actions, wittingly or unwittingly, drive most aspects of the campaign. </p><p> </p><p>Mont sets up an entire series of events <em>in the first few minutes of play</em>, in the process of establishing that his character is a twitchy bastard with a hair-trigger temper he insults the caravan master in a very public place. This sets off an entire series of events that span the next few sessions as, behind the scenes, the caravan master arranges for Mont's death with a shadowy circle of mages that live underneath the city (they themselves have yet to appear in the story).</p><p> </p><p>Vorz is the go-getter, the one that wakes up at dawn and says 'we need to do something today!'. He and Mont play off their former profession as bounty hunters and check for wanted posters; they find some, and go after the bandit mozh. This leads them to discover the ruined temple in the bad part of town, one associated with serpent worship from the deep southern jungles. </p><p> </p><p>After that point, the campaign has flowed back and forth, usually with a Troublemakers theme: the party goes to X and finds people doing terrible things. they now know of several villainous groups and they are determined to hunt them down for various reasons. Some like Sellick and Alayah want to do so because these people have upset the natural order of things. Mont wants to punish them for daring to create a situation in which he and the people he loves are unsafe. Vorz wants them in prison or dead because it's just not right, what they're doing. Kyren wants the cash these people have.</p><p> </p><p>Usually I have an overarching theme in mind, and hooks plots to that theme sometimes, sometimes not; it kinda plays like a Babylon 5 season. Some instances, like Gold, or Into The Sharp End, are 'mythology' episodes; they feed directly into the overarching plot in some way. Others, like The Mageborn and Island of the Mighty, are just stand-alones or hark back to some previous plot element in the campaign, or deal with a loose end.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 1472602, member: 3649"] What a fascinating site. Looking at [url="http://www.enworld.org/forums/showthread.php?t=68785"]my AU Story Hour[/url]... hmm. Most Peculiar, Momma I Beg Your Pardon? Hidden Base Elementary, My Dear Watson Escort Service Ounces of Prevention Pandora's Box Troublemakers ...have all been run. Most of the adventures spin on a variant of Elementary, My Dear Watson and Escort Service, with Troublemakers being the main theme. Most of my stuff flows together in an organic fashion; I started the campaign with them arriving in town. Player actions, wittingly or unwittingly, drive most aspects of the campaign. Mont sets up an entire series of events [i]in the first few minutes of play[/i], in the process of establishing that his character is a twitchy bastard with a hair-trigger temper he insults the caravan master in a very public place. This sets off an entire series of events that span the next few sessions as, behind the scenes, the caravan master arranges for Mont's death with a shadowy circle of mages that live underneath the city (they themselves have yet to appear in the story). Vorz is the go-getter, the one that wakes up at dawn and says 'we need to do something today!'. He and Mont play off their former profession as bounty hunters and check for wanted posters; they find some, and go after the bandit mozh. This leads them to discover the ruined temple in the bad part of town, one associated with serpent worship from the deep southern jungles. After that point, the campaign has flowed back and forth, usually with a Troublemakers theme: the party goes to X and finds people doing terrible things. they now know of several villainous groups and they are determined to hunt them down for various reasons. Some like Sellick and Alayah want to do so because these people have upset the natural order of things. Mont wants to punish them for daring to create a situation in which he and the people he loves are unsafe. Vorz wants them in prison or dead because it's just not right, what they're doing. Kyren wants the cash these people have. Usually I have an overarching theme in mind, and hooks plots to that theme sometimes, sometimes not; it kinda plays like a Babylon 5 season. Some instances, like Gold, or Into The Sharp End, are 'mythology' episodes; they feed directly into the overarching plot in some way. Others, like The Mageborn and Island of the Mighty, are just stand-alones or hark back to some previous plot element in the campaign, or deal with a loose end. [/QUOTE]
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