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<blockquote data-quote="Philotomy Jurament" data-source="post: 4998253" data-attributes="member: 20854"><p>I wouldn't change anything. The evil wizard runs off to be evil with the evil prince and work against the king, unopposed by the PCs. Let those events take their course. Sounds like the PCs aren't interested, so don't force it on them. Just let the chips fall where they may for the setting. If that means a coup or a civil war, maybe it will make the campaign even *more* interesting than it would be otherwise. </p><p></p><p>In the meantime, the PCs return to the ruins to do their own thing. I'd riff off what they want to do and what they choose. Maybe they're spending time clearing out the ruins, and a group of bandits arrive looking for a base. But these aren't just any bandits, they're a mercenary band the wizard or prince hired and told to lay-low, for now. Or they're a group of soldiers that deserted because they didn't like being under the prince's command. Or maybe they're just bandits looking for a good place to set up shop and hide their loot.</p><p></p><p>YMMV, but my approach is to always let the players "drive" the campaign. The story is created by their choices and their interests, rather than a script. I never know exactly where the campaign is headed, I just set up situations, NPCs, and sites I think might be cool or interesting, and keep reacting to the PCs' choices.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4998253, member: 20854"] I wouldn't change anything. The evil wizard runs off to be evil with the evil prince and work against the king, unopposed by the PCs. Let those events take their course. Sounds like the PCs aren't interested, so don't force it on them. Just let the chips fall where they may for the setting. If that means a coup or a civil war, maybe it will make the campaign even *more* interesting than it would be otherwise. In the meantime, the PCs return to the ruins to do their own thing. I'd riff off what they want to do and what they choose. Maybe they're spending time clearing out the ruins, and a group of bandits arrive looking for a base. But these aren't just any bandits, they're a mercenary band the wizard or prince hired and told to lay-low, for now. Or they're a group of soldiers that deserted because they didn't like being under the prince's command. Or maybe they're just bandits looking for a good place to set up shop and hide their loot. YMMV, but my approach is to always let the players "drive" the campaign. The story is created by their choices and their interests, rather than a script. I never know exactly where the campaign is headed, I just set up situations, NPCs, and sites I think might be cool or interesting, and keep reacting to the PCs' choices. [/QUOTE]
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