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<blockquote data-quote="Ranes" data-source="post: 5851936" data-attributes="member: 4826"><p>Does it have to be an AP or a campaign in a box? You could design half a dozen NPCs, with a loose campaign idea for each one. There is no need for any two campaign or adventure seed ideas to be compatible. Just create an adventure around one of them, to kick off. Introduce some or all the other characters over the course of the first few sessions. Allow players to pick up hints of the adventure possibilities that lie with each and see which ones the players prefer. For NPCs, you could substitute geographies, rumours, histories, and so on.</p><p></p><p>The hook devices least favoured by the adventurers can be allowed to fade from memory, as you concentrate on developing the seed that gains the most traction, initially. If that vector starts to dry up or the players simply find themselves wanting a change of direction, you can re-introduce the one of the more popular NPCs/hooks from earlier, only this time you tweak your original idea, so that it tessellates with the adventure you and your group have arrived at. The players will think it was part of the campaign all along.</p><p></p><p>If the players were only given short-term goals to begin with and adventures are paced such that longer term goals only develop as ideas suggest themselves to you (possibly even as a result of your players' speculations and deliberations), you have the basis of a campaign that doesn't depend on players committing to an overarching, eighteen-level epic from the outset. Modules (even parts of APs) can be re-purposed if and when appropriate.</p><p></p><p>By suggesting this approach, I don't mean to presume that you haven't considered it. It simply didn't seem covered off in your original post, so I thought I'd throw it in. I believe that this kind of approach:</p><p></p><p>(a) doesn't necessarily involve more work than published APs (which you have to spend a lot of time digesting and preparing for your DMing style anyway), and</p><p></p><p>(b) has a lot to offer the DM, on the grounds that it's your creation and it's exciting to see it coming to life as you go, as opposed to knowing where it's all supposed to end in advance.</p><p></p><p>It's not easy but then neither is running an AP well. Whatever you decide, I hope you find the right campaign for you. Happy DMing.</p></blockquote><p></p>
[QUOTE="Ranes, post: 5851936, member: 4826"] Does it have to be an AP or a campaign in a box? You could design half a dozen NPCs, with a loose campaign idea for each one. There is no need for any two campaign or adventure seed ideas to be compatible. Just create an adventure around one of them, to kick off. Introduce some or all the other characters over the course of the first few sessions. Allow players to pick up hints of the adventure possibilities that lie with each and see which ones the players prefer. For NPCs, you could substitute geographies, rumours, histories, and so on. The hook devices least favoured by the adventurers can be allowed to fade from memory, as you concentrate on developing the seed that gains the most traction, initially. If that vector starts to dry up or the players simply find themselves wanting a change of direction, you can re-introduce the one of the more popular NPCs/hooks from earlier, only this time you tweak your original idea, so that it tessellates with the adventure you and your group have arrived at. The players will think it was part of the campaign all along. If the players were only given short-term goals to begin with and adventures are paced such that longer term goals only develop as ideas suggest themselves to you (possibly even as a result of your players' speculations and deliberations), you have the basis of a campaign that doesn't depend on players committing to an overarching, eighteen-level epic from the outset. Modules (even parts of APs) can be re-purposed if and when appropriate. By suggesting this approach, I don't mean to presume that you haven't considered it. It simply didn't seem covered off in your original post, so I thought I'd throw it in. I believe that this kind of approach: (a) doesn't necessarily involve more work than published APs (which you have to spend a lot of time digesting and preparing for your DMing style anyway), and (b) has a lot to offer the DM, on the grounds that it's your creation and it's exciting to see it coming to life as you go, as opposed to knowing where it's all supposed to end in advance. It's not easy but then neither is running an AP well. Whatever you decide, I hope you find the right campaign for you. Happy DMing. [/QUOTE]
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