How much work do you put into your campaign?

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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

DhAkael wrote:
Icefalcon wrote:
Damian Magecraft wrote:
Icefalcon wrote:I feel you on the names thing. I think it took me about 5 years to run out of names off the top of my head. So I started using random name generators while I run if I need a random name. There are two I use. One is one a roleplaying GM tool site and the other is some random name generator I found that also does fantasy (elf, dwarf and such) names.
25 years and still havent run out of names for my background chars...
Now important ones... that is another story (it usually takes me a couple of days to come up with Just the Right name for them).

I know how that ones goes. And it just bothers you to the point where it consumes all of your free thoughts for that whole time.

Like that ONE mosquitto that gets trapped in your room / tent at night during summer... just whining at the edgde of perception. :demon:

Exactly.
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Re: How much work do you put into your campaign?

Unread post by DhAkael »

To tell you how much work goes into my campaign?
Okay *dusts off hands*
Unlike a certain nameless individual (who is NOT presently posting on this thread, so yer all good & clear), I put quite a bit into VISUAL material for my crew.
For example; deck plans for one of the Starships used for the Phaseworld parts of the plot-lines = 24 hours total time mapping out each deck...to scale.
ONE character portrait = 6 hours to get the colourization "just so" and even making what is leather LOOK like leather.
Character Montage of ALL current PC's and primary NPCs = 4 hours total time.

...and that's just imediate stuff off the top of my head.
Oh and yeah... the 3-Galaxies... Important systems mapped out and each galaxy given a LYs-per-hex scale.

THAT is how much work I put in.

Don't get me started on how much written material I've done...
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

DhAkael wrote:To tell you how much work goes into my campaign?
Okay *dusts off hands*
Unlike a certain nameless individual (who is NOT presently posting on this thread, so yer all good & clear), I put quite a bit into VISUAL material for my crew.
For example; deck plans for one of the Starships used for the Phaseworld parts of the plot-lines = 24 hours total time mapping out each deck...to scale.
ONE character portrait = 6 hours to get the colourization "just so" and even making what is leather LOOK like leather.
Character Montage of ALL current PC's and primary NPCs = 4 hours total time.

...and that's just imediate stuff off the top of my head.
Oh and yeah... the 3-Galaxies... Important systems mapped out and each galaxy given a LYs-per-hex scale.

THAT is how much work I put in.

Don't get me started on how much written material I've done...

But I want to hear about that written material.

And by the way, Kudos on the artwork. If I had the talent, I would do so for my games. For anything other than maps and technical drawing (deckplans and similar) I have to go to one of my friends or my sister.
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Re: How much work do you put into your campaign?

Unread post by Noon »

Damian Magecraft wrote:the only way to "win" at one is to ensure everyone (not just yourself) has fun.

Yes, but you don't see the full implicature of your own statement.

What if the thing that is fun is winning (and trying to win)?

I'm not arguing you have to run an rpg with such a goal in mind. Though if all your players are excited primarily by winning, but you try to do something else, that'd be making fun just for yourself.

This urge to excise winning even from RPG discussion - look, maybe you try and fend off any winning stuff from getting into your table top game. Okay. But don't try and tell people what to do in general discussion.


Icefalcon wrote:RPG's are designed to be stories. I shouldn't have to tell players that it is the goal to tell a collective one.


If it's so obvious, then why don't they get it? You can either default to A: They are deliberately ignoring it or B: Actually the rules can be seen in two ways, like a young lady/old lady optical illusion. Look at the book one way, it seems like it's for stories. Look at the book another way, it looks like it's for winning.

It's like saying you shouldn't have to tell players it's a picture of an old lady.

It might be a good idea, until it kills all of the society that relied on that lake for their livelihood. A supposed good character was told that an entire society depended on that lake. He decided to drain it anyway because it offended him. You think I should have rewarded him for that? Not a chance.

Have you sat down with these guys and said 'Hey, if you want to game I expect you to try and adhere to a large degree the way I see various concepts, like being a good character'?

You can dig your heels in with 'Oh, I shouldn't have to tell them'. But I think if telling them would lead to better gaming, this it's just stubborness to not tell them.

Yeah, maybe it breaks some magic circle idea that it's not them adhering to your idea, it's just 'how it is'. But seriously, that's like trying to make people think a RL magic trick actually involves magic. It's even worse if you're actually successful at making them think that.

Fact is, it's your idea of what a 'good' character is, in your example. Adhering to your concept of that isn't that thrilling in and of itself enough that people go 'Oh yeah, THAT's what you do'. Make it clear that if people play, they need to adhere largely to the concept of 'good' (or whatever) that you hold.

Seriously, that's what you expect in play, it's clear from your account (and if stated up front, I think that's a viable thing, I'm not pointing it out to dismiss it) - but if you can't bring yourself to say it, I say the guy is fine. Atleast he speaks up for what's important to him.

For three, he was only doing it to intentionally screw up the game (by his own admission).

Really, you don't seem to be making a distinction between an example where someone thinks what they'd do is viable, fun gaming (atleast to their own mind) Vs someone who just wants to disrupt the game (like someone screwing around in chess could disrupt a chess game as well).

The former can seem to 'spoil' the game, but in their head its fun gameplay for all. If you don't seperate that good intent from the latters bad intent...no, that's just a dark world.
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Re: How much work do you put into your campaign?

Unread post by Akashic Soldier »

Spoken like a true Australian. :lol:

By the way, I do not agree with the "we must win" style of play.
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

Noon wrote:
Damian Magecraft wrote:the only way to "win" at one is to ensure everyone (not just yourself) has fun.

Yes, but you don't see the full implicature of your own statement.

What if the thing that is fun is winning (and trying to win)?

Then if that is their idea of fun, they can run the game for a little while. When you GM, do you run every type of game or do you have certain styles that you run? Me, I have a certain few styles that I stick to. I admit that I am not an expert at every type of game. However, I have never had many complaints about my running style.

Noon wrote:I'm not arguing you have to run an rpg with such a goal in mind. Though if all your players are excited primarily by winning, but you try to do something else, that'd be making fun just for yourself.

This urge to excise winning even from RPG discussion - look, maybe you try and fend off any winning stuff from getting into your table top game. Okay. But don't try and tell people what to do in general discussion.

I am not saying they shouldn't expect to "win" in situations that call for it. My main point is that it is not a competition between the GM and the players. That is what some people are trying to "win". They want to beat the GM not the situation. In my opinion, that is a video game mentality and has no place in roleplaying. If you disagree, then that is your choice. Run your games however you like. Your opinions are not going to change the way I run my games. There is no need for you to agree with me or me with you.


Icefalcon wrote:RPG's are designed to be stories. I shouldn't have to tell players that it is the goal to tell a collective one.


Noon wrote:If it's so obvious, then why don't they get it? You can either default to A: They are deliberately ignoring it or B: Actually the rules can be seen in two ways, like a young lady/old lady optical illusion. Look at the book one way, it seems like it's for stories. Look at the book another way, it looks like it's for winning.

It's like saying you shouldn't have to tell players it's a picture of an old lady.

For anyone that has ever read the forward and 1st chapter of the roleplaying book, it should be very obvious what RPG's are about. Trying to compare an RPG to an optical illusion is a bad comparison. RPG's are more like acting.

Noon wrote:
It might be a good idea, until it kills all of the society that relied on that lake for their livelihood. A supposed good character was told that an entire society depended on that lake. He decided to drain it anyway because it offended him. You think I should have rewarded him for that? Not a chance.

Have you sat down with these guys and said 'Hey, if you want to game I expect you to try and adhere to a large degree the way I see various concepts, like being a good character'?

You can dig your heels in with 'Oh, I shouldn't have to tell them'. But I think if telling them would lead to better gaming, this it's just stubborness to not tell them.

Yeah, maybe it breaks some magic circle idea that it's not them adhering to your idea, it's just 'how it is'. But seriously, that's like trying to make people think a RL magic trick actually involves magic. It's even worse if you're actually successful at making them think that.

Fact is, it's your idea of what a 'good' character is, in your example. Adhering to your concept of that isn't that thrilling in and of itself enough that people go 'Oh yeah, THAT's what you do'. Make it clear that if people play, they need to adhere largely to the concept of 'good' (or whatever) that you hold.

Seriously, that's what you expect in play, it's clear from your account (and if stated up front, I think that's a viable thing, I'm not pointing it out to dismiss it) - but if you can't bring yourself to say it, I say the guy is fine. Atleast he speaks up for what's important to him.

All RPG's that include alignment are pretty clear on what is and is not an evil or good act. Each one has lain out a guideline for good and evil. And in every one, destroying a full society (which even in the real world is considered genocide) is an evil act. You can argue the dichotomy of good and evil all you want to, just not here. Make another thread to discuss it if you want but I will not let this thread devolve into it.

Noon wrote:
For three, he was only doing it to intentionally screw up the game (by his own admission).

Really, you don't seem to be making a distinction between an example where someone thinks what they'd do is viable, fun gaming (atleast to their own mind) Vs someone who just wants to disrupt the game (like someone screwing around in chess could disrupt a chess game as well).

The former can seem to 'spoil' the game, but in their head its fun gameplay for all. If you don't seperate that good intent from the latters bad intent...no, that's just a dark world.

If that is their idea of "fun", then as I said, they can go do that in someone elses' game. If he is the only player I have that thinks what he is doing is fun, then I am not going to go along with it when it is obviously causing the other players distress.
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Re: How much work do you put into your campaign?

Unread post by DhAkael »

Icefalcon wrote:
DhAkael wrote:To tell you how much work goes into my campaign?
Okay *dusts off hands*
Unlike a certain nameless individual (who is NOT presently posting on this thread, so yer all good & clear), I put quite a bit into VISUAL material for my crew.
For example; deck plans for one of the Starships used for the Phaseworld parts of the plot-lines = 24 hours total time mapping out each deck...to scale.
ONE character portrait = 6 hours to get the colourization "just so" and even making what is leather LOOK like leather.
Character Montage of ALL current PC's and primary NPCs = 4 hours total time.

...and that's just imediate stuff off the top of my head.
Oh and yeah... the 3-Galaxies... Important systems mapped out and each galaxy given a LYs-per-hex scale.

THAT is how much work I put in.

Don't get me started on how much written material I've done...

But I want to hear about that written material.

And by the way, Kudos on the artwork. If I had the talent, I would do so for my games. For anything other than maps and technical drawing (deckplans and similar) I have to go to one of my friends or my sister.

I cheat :D
Dev art, Google image serach (safe filter on, btw) and a whack load of P-shoop ;)
But even then, to make it all look GOOD, and appropriate, takes time.

Except for the deck plans...THOSE were a stone cold [censored].
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

DhAkael wrote:I cheat :D
Dev art, Google image serach (safe filter on, btw) and a whack load of P-shoop ;)
But even then, to make it all look GOOD, and appropriate, takes time.

Except for the deck plans...THOSE were a stone cold [censored].

Deck plans are not difficult for me. I have a bit of training in technical drawing (by hand no less) old school style. I do have a mapping program that includes a deckplan add-on but I have not learned how to fully utilize it yet.
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Re: How much work do you put into your campaign?

Unread post by DhAkael »

Icefalcon wrote:
DhAkael wrote:I cheat :D
Dev art, Google image serach (safe filter on, btw) and a whack load of P-shoop ;)
But even then, to make it all look GOOD, and appropriate, takes time.

Except for the deck plans...THOSE were a stone cold [censored].

Deck plans are not difficult for me. I have a bit of training in technical drawing (by hand no less) old school style. I do have a mapping program that includes a deckplan add-on but I have not learned how to fully utilize it yet.

lucky :P :D :ok:
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

That does raise another question about artwork. How much do people rely on artwork (not the stuff in the books, their own stuff) in their games. I don't use a lot of it except for floor plans and maps. Once in a while, we have an artist in the group and I will get them to do a character portrait or three.
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Re: How much work do you put into your campaign?

Unread post by Damian Magecraft »

Icefalcon wrote:That does raise another question about artwork. How much do people rely on artwork (not the stuff in the books, their own stuff) in their games. I don't use a lot of it except for floor plans and maps. Once in a while, we have an artist in the group and I will get them to do a character portrait or three.
I am not an artist of the traditional Visual Arts...
I am a verbal/written word artist.
I rely on descriptives.
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Re: How much work do you put into your campaign?

Unread post by Noon »

Icefalcon wrote:I am not saying they shouldn't expect to "win" in situations that call for it. My main point is that it is not a competition between the GM and the players. That is what some people are trying to "win". They want to beat the GM not the situation. In my opinion, that is a video game mentality and has no place in roleplaying. If you disagree, then that is your choice. Run your games however you like. Your opinions are not going to change the way I run my games. There is no need for you to agree with me or me with you.

While those people you keep running into are just "doin' it wrong!" I guess there isn't a reason to instead tell these players in advance 'you have to work with the GM to create 'the' story'. It'll always be their fault, instead. As if communication and cooperation in discussion aren't needed, only blame assignment.

Noon wrote:It's like saying you shouldn't have to tell players it's a picture of an old lady.

For anyone that has ever read the forward and 1st chapter of the roleplaying book, it should be very obvious what RPG's are about. Trying to compare an RPG to an optical illusion is a bad comparison. RPG's are more like acting.

"It's obviously the old lady!"

You're treating your own reading of a text as if it's the only possible reading.

Make another thread to discuss it if you want but I will not let this thread devolve into it.

Then I'll ignore your post on it, if you get to say it but then I don't get to reply to it.

If that is their idea of "fun", then as I said, they can go do that in someone elses' game. If he is the only player I have that thinks what he is doing is fun, then I am not going to go along with it when it is obviously causing the other players distress.

Perhaps ask for a vote from the other players on whether it goes through.

But to protect them from distress without even asking them? It's both paternalistic and most likely a substitution. Maybe the group would vote yes and your reading of distress was...only your own reading.
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

Noon wrote:While those people you keep running into are just "doin' it wrong!" I guess there isn't a reason to instead tell these players in advance 'you have to work with the GM to create 'the' story'. It'll always be their fault, instead. As if communication and cooperation in discussion aren't needed, only blame assignment.

I have never said they are doing it wrong. What I said is if they want to play that way, they can run the game. I always tell the players in advance what type of game I am running. If they don't like that, they can leave. I am not saying that they are wrong to play the way they want. What I am saying is, I do not run that way. If they do not like, they can either run themselves or go find another group that runs that way.

Noon wrote:"It's obviously the old lady!"

You are reading to much into my comments. If you want a blasted explanation, then ask for one. Stop with the snarky comments before I have to report you to the mods. I don't like to have to report anyone.

Noon wrote:You're treating your own reading of a text as if it's the only possible reading.

No I am not. As I have explained multiple times, anyone can run their games however they want. I will run my games however I want, end of story.

Noon wrote:Then I'll ignore your post on it, if you get to say it but then I don't get to reply to it.

I let you reply to it. You want to argue the fact with me. That is not the topic of the thread, so therefor it belongs in another thread.

Noon wrote:Perhaps ask for a vote from the other players on whether it goes through.

I am not about to slow a game down to ask all of the players to review every decision of the other players. That's too much like politics.

Noon wrote:But to protect them from distress without even asking them? It's both paternalistic and most likely a substitution. Maybe the group would vote yes and your reading of distress was...only your own reading.

That statement makes absolutely no sense.
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

Damian Magecraft wrote:
Icefalcon wrote:That does raise another question about artwork. How much do people rely on artwork (not the stuff in the books, their own stuff) in their games. I don't use a lot of it except for floor plans and maps. Once in a while, we have an artist in the group and I will get them to do a character portrait or three.
I am not an artist of the traditional Visual Arts...
I am a verbal/written word artist.
I rely on descriptives.

I will agree there. I love to write the stories that I run for my groups. Once I have a little more time, I will be finishing up a submission to the Rifter of one of those stories. I have a town that I used for a New West game that I will be doing an article on. I have the start of it, I just need to finish it.

Seeing that you write out a lot of information for your games, where do you store it. For myself, I use a combination of computer and notebook. I am also considering getting an overhead projector to make it easier to display maps but I have not decided yea or nay on that yet.
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Re: How much work do you put into your campaign?

Unread post by Damian Magecraft »

Icefalcon wrote:
Damian Magecraft wrote:
Icefalcon wrote:That does raise another question about artwork. How much do people rely on artwork (not the stuff in the books, their own stuff) in their games. I don't use a lot of it except for floor plans and maps. Once in a while, we have an artist in the group and I will get them to do a character portrait or three.
I am not an artist of the traditional Visual Arts...
I am a verbal/written word artist.
I rely on descriptives.

I will agree there. I love to write the stories that I run for my groups. Once I have a little more time, I will be finishing up a submission to the Rifter of one of those stories. I have a town that I used for a New West game that I will be doing an article on. I have the start of it, I just need to finish it.

Seeing that you write out a lot of information for your games, where do you store it. For myself, I use a combination of computer and notebook. I am also considering getting an overhead projector to make it easier to display maps but I have not decided yea or nay on that yet.
I dont utilize maps... I describe the scene. And the players help me in finalizing the layout of the town/village/city by the suggestions they offer as to where they want their characters to go. For example I will describe the major talking points of a city as such...
this is a description of My version Lopan city the capital city of Lopan (an oriental society in my games).
"As you step off the gang plank on to the dock; Your senses are overwhelmed by the sights, sounds and smells of a bustling metropolis. In the distance you can see parts of the Forbidden Palace, home of the Emperor, rising majestically to the sky. Surrounding you are a multitude of beings, Human and non-human alike, all perusing the hastily, but sturdily, built Stalls where the locals are hawking their wares. From what you can tell this port of call is the crossroads for all Trade in the region. As your walk takes you to the end of the docks and to the gates of the city proper you notice a line forming in front of a very officious looking gentleman who is flanked on either side by two imposing looking soldiers in the Livery of the Empire."

From there my descriptions (which are mostly improvised) will depend entirely on what my players choose to do next.
as to where do I keep my notes? well as I said most of my descriptions are improvised...
But my NPCs and such I typically keep in 500 page spiral note books. (I have one for every campaign).
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

RuneKatana wrote:
Icefalcon wrote:Seeing that you write out a lot of information for your games, where do you store it. For myself, I use a combination of computer and notebook. I am also considering getting an overhead projector to make it easier to display maps but I have not decided yea or nay on that yet.


I've been tinkering with Microsoft One Note, since I have it for work. It's pretty freakin awesome for organizing! I don't have it at home, though. I think there are open source versions around, though.

I have never had the experience of working with One Note. Is it a singularly word processing program or is it desktop publishing?
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

Damian Magecraft wrote:I dont utilize maps... I describe the scene. And the players help me in finalizing the layout of the town/village/city by the suggestions they offer as to where they want their characters to go. For example I will describe the major talking points of a city as such...
this is a description of My version Lopan city the capital city of Lopan (an oriental society in my games).
"As you step off the gang plank on to the dock; Your senses are overwhelmed by the sights, sounds and smells of a bustling metropolis. In the distance you can see parts of the Forbidden Palace, home of the Emperor, rising majestically to the sky. Surrounding you are a multitude of beings, Human and non-human alike, all perusing the hastily, but sturdily, built Stalls where the locals are hawking their wares. From what you can tell this port of call is the crossroads for all Trade in the region. As your walk takes you to the end of the docks and to the gates of the city proper you notice a line forming in front of a very officious looking gentleman who is flanked on either side by two imposing looking soldiers in the Livery of the Empire."

From there my descriptions (which are mostly improvised) will depend entirely on what my players choose to do next.
as to where do I keep my notes? well as I said most of my descriptions are improvised...
But my NPCs and such I typically keep in 500 page spiral note books. (I have one for every campaign).

As far as cities go, I hardly ever use maps. I go with descriptive exposition for the large areas. I have found, though, that players tend to be pretty specific as to where stuff is located. I have had to start mapping major city features for my players to make sure that I have all of the distances and direction straight. If the inn was approximately 400 meters south by southwest of the city government building. It better be in the same place (with the same buildings in between) when they have to fight that invading army in the streets in a later game.

As for spiral notebooks, I used to use them as a GM but have found the notebook a bit better so I can rearrange the information in the order I want (I tend to leap from idea to idea and need to rearrange them later). Now the spiral notebooks (or composition books as I prefer) are now used when I am a player for notes and to keep track of NPC's and other important info.
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Re: How much work do you put into your campaign?

Unread post by Damian Magecraft »

Icefalcon wrote:
Damian Magecraft wrote:I dont utilize maps... I describe the scene. And the players help me in finalizing the layout of the town/village/city by the suggestions they offer as to where they want their characters to go. For example I will describe the major talking points of a city as such...
this is a description of My version Lopan city the capital city of Lopan (an oriental society in my games).
"As you step off the gang plank on to the dock; Your senses are overwhelmed by the sights, sounds and smells of a bustling metropolis. In the distance you can see parts of the Forbidden Palace, home of the Emperor, rising majestically to the sky. Surrounding you are a multitude of beings, Human and non-human alike, all perusing the hastily, but sturdily, built Stalls where the locals are hawking their wares. From what you can tell this port of call is the crossroads for all Trade in the region. As your walk takes you to the end of the docks and to the gates of the city proper you notice a line forming in front of a very officious looking gentleman who is flanked on either side by two imposing looking soldiers in the Livery of the Empire."

From there my descriptions (which are mostly improvised) will depend entirely on what my players choose to do next.
as to where do I keep my notes? well as I said most of my descriptions are improvised...
But my NPCs and such I typically keep in 500 page spiral note books. (I have one for every campaign).

As far as cities go, I hardly ever use maps. I go with descriptive exposition for the large areas. I have found, though, that players tend to be pretty specific as to where stuff is located. I have had to start mapping major city features for my players to make sure that I have all of the distances and direction straight. If the inn was approximately 400 meters south by southwest of the city government building. It better be in the same place (with the same buildings in between) when they have to fight that invading army in the streets in a later game.

As for spiral notebooks, I used to use them as a GM but have found the notebook a bit better so I can rearrange the information in the order I want (I tend to leap from idea to idea and need to rearrange them later). Now the spiral notebooks (or composition books as I prefer) are now used when I am a player for notes and to keep track of NPC's and other important info.
My players dont get that detailed on me; But they will insist on "some" continuity... If I say the Stables are located roughly 6 blocks south of their HQ in session 12 then in session 30 they better still be roughly 6 blocks south and not 12 blocks west. :lol:

As to when I PC instead of GM (a rare occurrence; alas) I have a single 500 page note book for each character. (a couple have multiple note books).
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It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Sir Dellis
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Re: How much work do you put into your campaign?

Unread post by Sir Dellis »

I spent about a week writing up the current adventure in the long campaign that I have my PCs on. My PCs visit Wisdom in the Eastern Territory about every 6 months, visit a homeless shelter to find people to move to their town that they are helping build (the town is run by NPCs).

There were 3 families at the shelter in dire need of help. All were victims of a war between rival thieves guild. One of the PCs talked to her bodyguard (my NPC I put with the group on occassion) and told him to be on high alert because the thieves guild that attacked these people probably wouldn't like the group getting involved.

She's right, of course, and in the next play session the grouped is going to get attacked.

I didn't care that she figured it out and she's going to get the extra exp for figuring it out and vocalizing it to the group. I was happy that they figured it out because then they might be able to figure the rest of the plot.

The rest of the plot being that they are getting attacked for helping the families in need and that the leader of the thieves guild is a jilted ex-lover of the grandfather of the player that spoke up. :)

It's not aboot winning, it's aboot the story
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Icefalcon
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

Sir Dellis wrote:I spent about a week writing up the current adventure in the long campaign that I have my PCs on. My PCs visit Wisdom in the Eastern Territory about every 6 months, visit a homeless shelter to find people to move to their town that they are helping build (the town is run by NPCs).

There were 3 families at the shelter in dire need of help. All were victims of a war between rival thieves guild. One of the PCs talked to her bodyguard (my NPC I put with the group on occassion) and told him to be on high alert because the thieves guild that attacked these people probably wouldn't like the group getting involved.

She's right, of course, and in the next play session the grouped is going to get attacked.

I didn't care that she figured it out and she's going to get the extra exp for figuring it out and vocalizing it to the group. I was happy that they figured it out because then they might be able to figure the rest of the plot.

The rest of the plot being that they are getting attacked for helping the families in need and that the leader of the thieves guild is a jilted ex-lover of the grandfather of the player that spoke up. :)

It's not aboot winning, it's aboot the story

Sounds like a well thought out plot woven through the overall campaign.
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Re: How much work do you put into your campaign?

Unread post by DhAkael »

Examples of stuff that exist in background, that may or may not appear in the future plot-lines ;-)
http://palladium-megaverse.com/forums/viewtopic.php?p=2625469#p2625469 :fool:
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Icefalcon
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

DhAkael wrote:Examples of stuff that exist in background, that may or may not appear in the future plot-lines ;-)
http://palladium-megaverse.com/forums/viewtopic.php?p=2625469#p2625469 :fool:

I am getting a does not exist message trying to use that link.
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DhAkael
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Re: How much work do you put into your campaign?

Unread post by DhAkael »

Icefalcon wrote:
DhAkael wrote:Examples of stuff that exist in background, that may or may not appear in the future plot-lines ;-)
http://palladium-megaverse.com/forums/viewtopic.php?p=2625469#p2625469 :fool:

I am getting a does not exist message trying to use that link.

Wrackin fracken....
'old on.
http://palladium-megaverse.com/forums/viewtopic.php?p=2625809#p2625809
There. :frust:
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
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I dream of fissures across the moon
Leaves of the lotus rise


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Icefalcon
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

DhAkael wrote:
Icefalcon wrote:
DhAkael wrote:Examples of stuff that exist in background, that may or may not appear in the future plot-lines ;-)
http://palladium-megaverse.com/forums/viewtopic.php?p=2625469#p2625469 :fool:

I am getting a does not exist message trying to use that link.

Wrackin fracken....
'old on.
http://palladium-megaverse.com/forums/viewtopic.php?p=2625809#p2625809
There. :frust:

Nice. Do you find yourself running out of ideas after a while?
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DhAkael
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Re: How much work do you put into your campaign?

Unread post by DhAkael »

Icefalcon wrote:
DhAkael wrote:
Icefalcon wrote:
DhAkael wrote:Examples of stuff that exist in background, that may or may not appear in the future plot-lines ;-)
http://palladium-megaverse.com/forums/viewtopic.php?p=2625469#p2625469 :fool:

I am getting a does not exist message trying to use that link.

Wrackin fracken....
'old on.
http://palladium-megaverse.com/forums/viewtopic.php?p=2625809#p2625809
There. :frust:

Nice. Do you find yourself running out of ideas after a while?

Slows down some...but;
It.
NEVER.
Shuts.
Off.
Seriously, GM'ing the game, and getting the material out, even on scrap paper is the only way to get my skull to stop being jammed.
You never wanna see me if I haven't done gaming in more than two months. I'm like a 3rd year engineering student near finals after 3 pots of coffee. I don't sleep very well.
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


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Icefalcon
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Re: How much work do you put into your campaign?

Unread post by Icefalcon »

DhAkael wrote:Slows down some...but;
It.
NEVER.
Shuts.
Off.
Seriously, GM'ing the game, and getting the material out, even on scrap paper is the only way to get my skull to stop being jammed.
You never wanna see me if I haven't done gaming in more than two months. I'm like a 3rd year engineering student near finals after 3 pots of coffee. I don't sleep very well.

I know how that goes. I usually wind up writing for 12 different campaigns simultaneously and they are usually for 4-6 different systems (usually totally different rule sets). Some of these games are not even close to being run yet but results in entire homebrew worlds being completely fleshed out in about a year or so and campaigns that are fully finished writing and waiting on a good time to introduce them. On top of all of that, the idea pages get crazy in number. I have an entire 3 ring binder full of just notes that I try to use in various games. Some of those ideas are over 12 years old and still have not found a home in a campaign but it at least gets them out of my head.
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