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| #1kiljoy795Mar 22, 2012 9:38:04 | Within a week or so, I will be running an 8 hour marathon game for a few friends of mine in a homebrew campaign. The campaign setting is a frontier continent, with the old continent's nations unmade/unwritten so the players can have freedom to have whatever character background they want (within limits). I've tried to design the setting so that it has potential for all three core campaign themes (role playing, combat, exploration), and the players can choose which they want to do. But how do I set up the scenarios so that the players can change at whatever time they want (within reason)? Right now, the three major plot archs for each theme are: Exploration: The Cartographer's Guild is trying to collect pieces of an incomplete map made by a famous explorer/cartographer over a century ago who wouldn't release maps until he was finished, but he died before he finished the map of the continent, so the map was never published. So the players have to explore and either make new maps, or find the scraps of the map he made. It would feature some role playing with the players bargaining and negotiating to get pieces from collectors and such, and it would feature combat by the players having to fight the dangerous inhabitants of wherever map pieces might be.' tl;dr finding map pieces Role playing: The Sea Merchant's Council has implemented steep fees and restrictions on trade for a string of towns and cities along the coast, stifling the economy. The players are self-motivated or motivated by another party to negotiate with the Sea Merchant's Council and other organizations to lift these fees and restrictions. It would feature combat with the players fighting thugs and and assassins sent at them by the Sea Merchant's Council, and it exploration through the exploration of large cities. tl;dr trade negotiations Combat: The players can join up with the Huntsman's Lodge to hunt the many beasts that inhabit the continent, or they can join the Road Knights, an organization of fighters and such who are dedicated to keeping the roads safe, in taking out potential dangers to innocent life. It would feature exploration in either the hunting or finding of dangerous bad things, and it would feature diplomacy through, er, well, I don't know. tl;dr gone hunting I need ideas to expand on these ideas, to give them more options for those, how to integrate all three themes (RP/Combat/Explore) into ideas, ideas to give them the ability to change what they're doing, etc. I thank you for reading my post and giving me your feedback! I appreciate it! If you have any questions, go ahead and post them and I will answer them to the best of my ability. |
| #2TheForgottenCommandMar 22, 2012 18:33:32 | Some ideas, for what they are worth... |
| #3PoniesNSunshineMar 27, 2012 1:03:59 | Generally what I do is run a quick dungeon first, that gets people over the mechanical hurdle of the game, while providing opportunities to "win" by roleplaying and puzzle solving along with set piece encounters. Once we've completed the session, I use the downtime to figure out what the players want to do based on the information they've uncovered - I have lots of threads laid out (current campaign has about 20) - but usually I keep "Current Goals" at 3 or 4 - never more than the number of people in the party since usually each character only has one thing that they care about. Once this is done, I actually start building out the potential scenarios vs. having them just be threads. I also try to set up scenarios where the characters get put on the spot and have to tell something about themselves - an NPC that has to question the player on their background, a door that only opens if the character tells a deep, dark secret about themselves, a game in which losing means they have to recount a memory of their past - This allows me to weave in personal stories of the characters into the campaign. I also write updates describing activities of the NPC's, to sort of clue the players in on their movements and motivations. |