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When stories take an unexpected turn…
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<blockquote data-quote="Slander" data-source="post: 5013347" data-attributes="member: 1593"><p>The biggest one was in our first 3E campaign. Our group had spent about a month together, jointly creating a home brew campaign. We created the primary campaign region, detailed cities and race relations, and jointly filled in plot hooks that could be picked up at later times (we played a round-robin DM game). Then we set out to create our characters, back story, and wove them together so our first adventure group would have strong ties.</p><p></p><p>Finally, the game begins. In the first adventure, two of the characters die (not in combat, mind you). From that point on, the three surviving "core" members always took lead from any of the "hire-ons" that came after. By the third adventure, the whole party finds themselves unexpectedly 42 years in the future, with what had been planned to be the campaign nemesis fully in control of all the campaign world (a la "Samurai Jack", but before it aired). </p><p></p><p>For the next three RL years of the campaign, our only goal was to survive and return to our own time. None of the hooks we had created really meant anything anymore, so each DM started from scratch. (For the record, we did get back to our original time, and beat down the nemesis). </p><p></p><p>It wasn't anyone's fault, and to this day, we still talk about the campaign fondly. Hell, we even started two short-lived spin-off campaigns based on it. But it was definitely "game changing" to have most of the work we put into the start of the campaign erased in the first three sessions.</p></blockquote><p></p>
[QUOTE="Slander, post: 5013347, member: 1593"] The biggest one was in our first 3E campaign. Our group had spent about a month together, jointly creating a home brew campaign. We created the primary campaign region, detailed cities and race relations, and jointly filled in plot hooks that could be picked up at later times (we played a round-robin DM game). Then we set out to create our characters, back story, and wove them together so our first adventure group would have strong ties. Finally, the game begins. In the first adventure, two of the characters die (not in combat, mind you). From that point on, the three surviving "core" members always took lead from any of the "hire-ons" that came after. By the third adventure, the whole party finds themselves unexpectedly 42 years in the future, with what had been planned to be the campaign nemesis fully in control of all the campaign world (a la "Samurai Jack", but before it aired). For the next three RL years of the campaign, our only goal was to survive and return to our own time. None of the hooks we had created really meant anything anymore, so each DM started from scratch. (For the record, we did get back to our original time, and beat down the nemesis). It wasn't anyone's fault, and to this day, we still talk about the campaign fondly. Hell, we even started two short-lived spin-off campaigns based on it. But it was definitely "game changing" to have most of the work we put into the start of the campaign erased in the first three sessions. [/QUOTE]
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