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Which three topics do you most want to receive official (WotC) treatment?
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<blockquote data-quote="Helldritch" data-source="post: 7991906" data-attributes="member: 6855114"><p>I'll fall on Lanefan on the prep. But here is my general take and you don't need a whole book for that.</p><p></p><p>Long range prep: World building? I abandoned that long ago. I go with established setting (Greyhawk, Forgot or whatever suits the mood of the campaign.</p><p>Now the long range campaign is actually quite easy to do. Write up a synopsis of 20th level or 10th or whatever the level you intend to end the campaign a write a downward synopsys for each adventures. Do not fully write the adventures, just a synopsis, about four or five sentences should suffice. Each adventures can cover about 2 or 3 levels for the lower ones, and about 1 or 2 for the high ones.</p><p></p><p>Short range prep.: Write the first and start sketching the second adventure (of which you wrote the synopsis). Leave out the magical treasure unwritten as you stil do not know what will be the players' choice of characters. Try to keep about one adventure ahead of the players (about 2 or 3 sessions).</p><p></p><p>Immediate prep.: Prepare the session zero and take notes of the motivations of the players' characters. Put magical treasure that will be relevant to your players and their characters. Put something worth it that could alter the some of the players' decisions. Will they continue on their path or will they adapt? This way the players feel that the world is not revolving around them but you gave them a fair chance. Even a exotic build will be relevant. </p><p></p><p>After that, immediate prep is for the night's session. Adjusting some of the encounters to better suit the power level and the synergy and tactics the group has build up. Adjusting NPC (in world and in dungeon) to the actions of the characters. The rest should fall into a neat build that the players will see as an adaptive and living environment in which their characters are adventuring.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7991906, member: 6855114"] I'll fall on Lanefan on the prep. But here is my general take and you don't need a whole book for that. Long range prep: World building? I abandoned that long ago. I go with established setting (Greyhawk, Forgot or whatever suits the mood of the campaign. Now the long range campaign is actually quite easy to do. Write up a synopsis of 20th level or 10th or whatever the level you intend to end the campaign a write a downward synopsys for each adventures. Do not fully write the adventures, just a synopsis, about four or five sentences should suffice. Each adventures can cover about 2 or 3 levels for the lower ones, and about 1 or 2 for the high ones. Short range prep.: Write the first and start sketching the second adventure (of which you wrote the synopsis). Leave out the magical treasure unwritten as you stil do not know what will be the players' choice of characters. Try to keep about one adventure ahead of the players (about 2 or 3 sessions). Immediate prep.: Prepare the session zero and take notes of the motivations of the players' characters. Put magical treasure that will be relevant to your players and their characters. Put something worth it that could alter the some of the players' decisions. Will they continue on their path or will they adapt? This way the players feel that the world is not revolving around them but you gave them a fair chance. Even a exotic build will be relevant. After that, immediate prep is for the night's session. Adjusting some of the encounters to better suit the power level and the synergy and tactics the group has build up. Adjusting NPC (in world and in dungeon) to the actions of the characters. The rest should fall into a neat build that the players will see as an adaptive and living environment in which their characters are adventuring. [/QUOTE]
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Which three topics do you most want to receive official (WotC) treatment?
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