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	<title>Comments on: Hindsight is 20/20</title>
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		<title>By: dovearrow</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-8566</link>
		<dc:creator><![CDATA[dovearrow]]></dc:creator>
		<pubDate>Wed, 20 Apr 2011 13:48:16 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-8566</guid>
		<description><![CDATA[I don&#039;t agree with your premise that encounters should come first, and story second. On the contrary, I think story needs to come first, and  encounters second. That said, I think the way you tell a story in Dungeons &amp; Dragons is very different than a story you read, or see play out in a movie. For example, you mentioned Tolkien. In the novel, Gollum is introduced very early on in the story, but he later plays a pivotal role in the destruction of the ring. That&#039;s a fine plot device in a book, but a Dungeons &amp; Dragons game is very different. You can&#039;t count on Gollum surviving long enough to play that pivotal role. You have to take into account that the players might kill him, or leave him behind, or turn him over to the elves, or any number of things that prevent him from playing his role in the end game. You also have to ask yourself, what happens to the quest if he doesn&#039;t make it to Mt. Doom. Can the players still destroy the ring, or are they automatically doomed to failure? 

Roleplaying games are like the ultimate Choose-Your-Own-Adventure story. As you design your encounters, try to take some of the most plausible outcomes into account, and think about how those outcomes might affect the story later on.]]></description>
		<content:encoded><![CDATA[<p>I don&#8217;t agree with your premise that encounters should come first, and story second. On the contrary, I think story needs to come first, and  encounters second. That said, I think the way you tell a story in Dungeons &amp; Dragons is very different than a story you read, or see play out in a movie. For example, you mentioned Tolkien. In the novel, Gollum is introduced very early on in the story, but he later plays a pivotal role in the destruction of the ring. That&#8217;s a fine plot device in a book, but a Dungeons &amp; Dragons game is very different. You can&#8217;t count on Gollum surviving long enough to play that pivotal role. You have to take into account that the players might kill him, or leave him behind, or turn him over to the elves, or any number of things that prevent him from playing his role in the end game. You also have to ask yourself, what happens to the quest if he doesn&#8217;t make it to Mt. Doom. Can the players still destroy the ring, or are they automatically doomed to failure? </p>
<p>Roleplaying games are like the ultimate Choose-Your-Own-Adventure story. As you design your encounters, try to take some of the most plausible outcomes into account, and think about how those outcomes might affect the story later on.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hbunny</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4533</link>
		<dc:creator><![CDATA[hbunny]]></dc:creator>
		<pubDate>Thu, 17 Jun 2010 22:11:51 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4533</guid>
		<description><![CDATA[I&#039;ve experienced something similar in my campaign. While my players seem to enjoy the backstory, it has lead to a couple of sessions with hours of straight roleplay. Two of the players liked this, one liked it only if it involved his character directly, and the others were bored out of their minds. I always intended for the campaign to be dungeon-delvy and sand-boxy, but I inserted some story elements in to help set the tone. Unfortunately, I let my story take over and it lead to bored players (with a few skipping out on subsequent sessions).

After playing on and off for a while and taking turns as both player and DM, I came to a few general guidelines: 

 - Follow the just-enough principle - just enough backstory to link together your encounters, just enough combat to keep the game moving, just enough downtime (shopping, what have you) to provide breaks from the action. I now try to have a minimum of two encounters planned per session and will be trying a timer to make sure no one type of gameplay goes on for more than an hour. I think one of the recent minicasts suggested doing your RP as part of an encounter, which is a fantastic idea. 

 - Don&#039;t houserule unless you know what you&#039;re doing. The 4e rules have been extensively playtested, and just about every rule is there for a reason and makes sense in the context of the other rules. We learned the hard way to stop using rules like batching monster initiative (it stacks damage too much without giving PCs a chance to react) and to stop creating custom monsters for everything (often making combat too hard and forcing me to fudge the dice). Unless we identify rule that is consistently problematic in multiple sessions, we won&#039;t houserule it. 

 - Don&#039;t mess with the world unless you know what you are doing. I wanted to make my world very points-of-light. But, the dark age became so dark that there is virtually no economy. So, magic items are relatively rare as is some every-day equipment like plate armor. This had the unfortunate side effect of removing all motivation for the PCs to acquire treasure. There&#039;s no where to spend it. 

- Front load your good ideas. You will have more. My early sessions were all trying to build to some big reveal/encounter. I kept running what I considered &quot;linking&quot; encounters trying to build up to my good ones - until I realized we&#039;d been doing nothing but RP and linking encounters for several sessions. The players weren&#039;t being given the opportunity to change the world and make real things happen. When I looked at my notebook and realized I had about 100 ideas for encounters that I was really excited about it made me wonder what I was waiting for. Now, I&#039;ll use my current best/favorite ideas every session. If I ever run out, I can fall back on standard encounters. I&#039;ll try to have a world-changing adventure every time. While I&#039;ll keep my backstory in mind as we play, I&#039;ll never plan out more than a few sessions (or rather, only plan out 3-5 places in the sandbox).]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve experienced something similar in my campaign. While my players seem to enjoy the backstory, it has lead to a couple of sessions with hours of straight roleplay. Two of the players liked this, one liked it only if it involved his character directly, and the others were bored out of their minds. I always intended for the campaign to be dungeon-delvy and sand-boxy, but I inserted some story elements in to help set the tone. Unfortunately, I let my story take over and it lead to bored players (with a few skipping out on subsequent sessions).</p>
<p>After playing on and off for a while and taking turns as both player and DM, I came to a few general guidelines: </p>
<p> &#8211; Follow the just-enough principle &#8211; just enough backstory to link together your encounters, just enough combat to keep the game moving, just enough downtime (shopping, what have you) to provide breaks from the action. I now try to have a minimum of two encounters planned per session and will be trying a timer to make sure no one type of gameplay goes on for more than an hour. I think one of the recent minicasts suggested doing your RP as part of an encounter, which is a fantastic idea. </p>
<p> &#8211; Don&#8217;t houserule unless you know what you&#8217;re doing. The 4e rules have been extensively playtested, and just about every rule is there for a reason and makes sense in the context of the other rules. We learned the hard way to stop using rules like batching monster initiative (it stacks damage too much without giving PCs a chance to react) and to stop creating custom monsters for everything (often making combat too hard and forcing me to fudge the dice). Unless we identify rule that is consistently problematic in multiple sessions, we won&#8217;t houserule it. </p>
<p> &#8211; Don&#8217;t mess with the world unless you know what you are doing. I wanted to make my world very points-of-light. But, the dark age became so dark that there is virtually no economy. So, magic items are relatively rare as is some every-day equipment like plate armor. This had the unfortunate side effect of removing all motivation for the PCs to acquire treasure. There&#8217;s no where to spend it. </p>
<p>- Front load your good ideas. You will have more. My early sessions were all trying to build to some big reveal/encounter. I kept running what I considered &#8220;linking&#8221; encounters trying to build up to my good ones &#8211; until I realized we&#8217;d been doing nothing but RP and linking encounters for several sessions. The players weren&#8217;t being given the opportunity to change the world and make real things happen. When I looked at my notebook and realized I had about 100 ideas for encounters that I was really excited about it made me wonder what I was waiting for. Now, I&#8217;ll use my current best/favorite ideas every session. If I ever run out, I can fall back on standard encounters. I&#8217;ll try to have a world-changing adventure every time. While I&#8217;ll keep my backstory in mind as we play, I&#8217;ll never plan out more than a few sessions (or rather, only plan out 3-5 places in the sandbox).</p>
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	<item>
		<title>By: Kevrock</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4505</link>
		<dc:creator><![CDATA[Kevrock]]></dc:creator>
		<pubDate>Wed, 09 Jun 2010 19:10:20 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4505</guid>
		<description><![CDATA[I could not agree more with this blog post. I fortunately, but completely inadvertently, did what NDM was explaining in this blog. My 4e group started with Keep on Shadowfell and had a horrible time due to another inexperienced DM running it. When I took over after that adventure, I wanted to make it as un-KoSF as possible. I started by just making what I thought were cool encounters with no rhyme or reason: a giant carrion crawler gets teleported into a crowded throne room; fighting a dracolich at the top of a tower while thousands of zombies slowly climb the spiral stairs; an artificer&#039;s lair with one trap room after another; etc. Only after a couple months did I retcon all these into a cohesive storyline, and a couple months after that I managed to work all of it into a campaign setting (i.e., Eberron). By the end of the campaign, they were heroes for stopping a cross-continental, pan-dimensional conspiracy between Mind Flayers and the Quori to start another world war. I actually used the bizarre, disparate nature of the earlier encounters as an element of the campaign: the conspiracy involved placing false blame on as many varied evil dudes as possible to hide the true puppet masters.]]></description>
		<content:encoded><![CDATA[<p>I could not agree more with this blog post. I fortunately, but completely inadvertently, did what NDM was explaining in this blog. My 4e group started with Keep on Shadowfell and had a horrible time due to another inexperienced DM running it. When I took over after that adventure, I wanted to make it as un-KoSF as possible. I started by just making what I thought were cool encounters with no rhyme or reason: a giant carrion crawler gets teleported into a crowded throne room; fighting a dracolich at the top of a tower while thousands of zombies slowly climb the spiral stairs; an artificer&#8217;s lair with one trap room after another; etc. Only after a couple months did I retcon all these into a cohesive storyline, and a couple months after that I managed to work all of it into a campaign setting (i.e., Eberron). By the end of the campaign, they were heroes for stopping a cross-continental, pan-dimensional conspiracy between Mind Flayers and the Quori to start another world war. I actually used the bizarre, disparate nature of the earlier encounters as an element of the campaign: the conspiracy involved placing false blame on as many varied evil dudes as possible to hide the true puppet masters.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nightson</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4461</link>
		<dc:creator><![CDATA[Nightson]]></dc:creator>
		<pubDate>Mon, 31 May 2010 04:49:01 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4461</guid>
		<description><![CDATA[I wish I had known how to set up the party when I started DMing.  Have players makes characters with ties in between them, discuss expectations before the game starts, build off PC motivations.  When you make an arc, it&#039;s a good idea to give an arc an early termination point in case things don&#039;t turn out as interesting as you thought they would.]]></description>
		<content:encoded><![CDATA[<p>I wish I had known how to set up the party when I started DMing.  Have players makes characters with ties in between them, discuss expectations before the game starts, build off PC motivations.  When you make an arc, it&#8217;s a good idea to give an arc an early termination point in case things don&#8217;t turn out as interesting as you thought they would.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4447</link>
		<dc:creator><![CDATA[David]]></dc:creator>
		<pubDate>Sat, 29 May 2010 07:14:54 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4447</guid>
		<description><![CDATA[One of the tools I use is a mindmap. Every conceivable idea I have no matter how absurd or illogical i&#039;ll put in the mindmap  and start branching off from there.  That way regardless of the situation I may have a side quest or a bit of info to weave into the over arching storyline which oddly enough will be created by the players themselves.  You may have initiated the campaign but players will certain make the world their own, if you let them, and then the stories will flow on their own.  I try not to dictate too much of the story but give the player options and let them choose their fates.  Of course some play sessions I take a page from television and have the episode that features a player like an episode of SG-1 where Tea&#039;lc moves into an apartment off base, you can then also include the completely comedic episodes  like episode 200 of SG-1, then follow in fringe foot steps and include only a tidbit of the over all storyline to whet their appetites.   One very cool thing you can do if you can manage how the session is unfolding is end the session with a cliff hanger, this gets everyone looking forward to the next play session.  &quot;You open the door and see.....&quot; Well lets stop play here.  hehe.

anywho just relax and let whatever occurs happen you&#039;ll find things will work out for themselves and you yourself will be entertained on where the players will take you!

-david
-------------------------
http://www.d4d6d8d10d12d20.com - A Game Blog]]></description>
		<content:encoded><![CDATA[<p>One of the tools I use is a mindmap. Every conceivable idea I have no matter how absurd or illogical i&#8217;ll put in the mindmap  and start branching off from there.  That way regardless of the situation I may have a side quest or a bit of info to weave into the over arching storyline which oddly enough will be created by the players themselves.  You may have initiated the campaign but players will certain make the world their own, if you let them, and then the stories will flow on their own.  I try not to dictate too much of the story but give the player options and let them choose their fates.  Of course some play sessions I take a page from television and have the episode that features a player like an episode of SG-1 where Tea&#8217;lc moves into an apartment off base, you can then also include the completely comedic episodes  like episode 200 of SG-1, then follow in fringe foot steps and include only a tidbit of the over all storyline to whet their appetites.   One very cool thing you can do if you can manage how the session is unfolding is end the session with a cliff hanger, this gets everyone looking forward to the next play session.  &#8220;You open the door and see&#8230;..&#8221; Well lets stop play here.  hehe.</p>
<p>anywho just relax and let whatever occurs happen you&#8217;ll find things will work out for themselves and you yourself will be entertained on where the players will take you!</p>
<p>-david<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
<a href="http://www.d4d6d8d10d12d20.com" rel="nofollow">http://www.d4d6d8d10d12d20.com</a> &#8211; A Game Blog</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: elopingcamel</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4441</link>
		<dc:creator><![CDATA[elopingcamel]]></dc:creator>
		<pubDate>Fri, 28 May 2010 23:33:37 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4441</guid>
		<description><![CDATA[This is very timely for me. I finally have a group that I believe can make a run at a LONG campaign, from level 1 to 30. After every session I write up nice big long recap posts on my blog and then spend time brainstorming what and where my PCs&#039; decisions will lead them. After the latest session I had about 6 strong ideas all come in to my head of locales their adventure can take them. I started to try and find a logical way to have them go to all of these places, but now I am realizing that what is better is to just back off, realize that we now have 6 great options for the PCs to choose from and whichever path they choose to go down will become the focus for a time.

Great advise from all who contributed to the comments. Thanks all.]]></description>
		<content:encoded><![CDATA[<p>This is very timely for me. I finally have a group that I believe can make a run at a LONG campaign, from level 1 to 30. After every session I write up nice big long recap posts on my blog and then spend time brainstorming what and where my PCs&#8217; decisions will lead them. After the latest session I had about 6 strong ideas all come in to my head of locales their adventure can take them. I started to try and find a logical way to have them go to all of these places, but now I am realizing that what is better is to just back off, realize that we now have 6 great options for the PCs to choose from and whichever path they choose to go down will become the focus for a time.</p>
<p>Great advise from all who contributed to the comments. Thanks all.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: fauxcrye</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4377</link>
		<dc:creator><![CDATA[fauxcrye]]></dc:creator>
		<pubDate>Wed, 26 May 2010 05:05:09 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4377</guid>
		<description><![CDATA[Creating a balance between game play and story can be a real challenge for any DM in any system.  Fourth Edition gives you a lot of tools for story telling and building encounters of any type at your finger tips.  One thing that fourth edition has taught me is I don&#039;t need detailed maps of the world nor every NPC and plot device mapped out.  And that adventures/encounters can be really fun to create and personalize.


Stories are awesome, but you shouldn&#039;t lock yourself into a story so tightly you feel you need to start over to fix your campaign.  And also don&#039;t forget to have fun or add elements outside the story.  

My current campaign is turning out a lot more better than I expected.  I have been a DM from way back in the day.  And skipped both 2nd and 3rd editions of the game and found myself picking up fourth edition cause that is what the shop had.  And I have found it ideal for story driven campaigns.  The system is so easy in flow that you can easily match players&#039; actions and spur of the moment brainstorms in a flash.  I have had a grand time creating encounters that can be resolved through reason, combat, bluff, and a myriad of other ways.  Plus the system works very well for my players.  We all got back into gaming thanks to playing lots of board games so the tactical aspects of the combat works very well for us. They have all bought into the role playing with great eagerness and the game world is slowly unfolding for all us. I think for every hour we spend in a fight we spend 2-3 talking to NPC&#039;s, exploring, or other RP activities. 

I started with a small town on a backwards isle and an idea of what was out there.  I didn&#039;t layer it on very thickly and kept the details dim so it could build out in a graceful organic way. There were a few things I knew about the world that they still don&#039;t know.  And these facts will slowly be revealed in the 6th and 7th gaming sessions.  But, also during the first 5 sessions they have learned a lot about the forces at play in this world through separate adventures.  Not all the adventures were tied into the story at all. A couple were to give them hints of what the world used to be like, or to introduce aspects that lurk just out of their reach for flavor.  They know they are up to their necks with a vague divine mission but not sure where it will go beyond a vague hint. 

Meanwhile, a throw away boss in the first adventure has managed to survive through his own luck, player error, and cunning to become a figure they loath.  I mean these guys really hate him. And now he has his own mysterious subplot taking shape.  At times the players are more obsessed with finding him then the main storyline. And this has all been made up and slowly evolved as the sessions marched on.   That is something you could never plan sitting at your writing desk on day zero of creating your campaign.  Some things need to be allowed to grow on their own. And I think that is a good plan overall.  Too much planning or plotting and you find yourself in a painted corner down the line.

One aspect of encounter building I have really gotten into is changing the expectations. Many see an encounter as a single fight.  I see it as a series of events or locations.  The players much leverage their resources through a space of time. You can create arcs of action that break the mold in terms of what they are expecting. But, one thing to remember is not all encounters need be tied directly to your main story.  Subplots are wonderful things and it can be a fun shock to players that the quest they were pursuing is actually a red herring or aiding an enemy they didn&#039;t even know existed.  But, also don&#039;t be afraid to have an encounter/adventure that is just cool and random at times.  Some oddity found in the back hills while they trek to another plot point.  Look at TV shows that have a long plot thread. Not every episode is about the plot.  Some are about the characters and others are like the monster episodes of the X-Files.  Something to sprinkle a bit of flavor and fun into the mix. 
 
There was a couple things I decided to change after the fact. But, I did through the story itself.  I recently realized that the home town the players came from really had too much going for it in terms of races they could use.  As the campaign has developed I decided I wanted races to be tied to certain origin points in the game.  Luckily the origin of the small village was pretty unique.  And I had created a smaller village of outcasts on the other side that has become the player&#039;s home base after they got banished from their true home in a much earlier session.   Needing to correct the mistake of too many races living in that town.  I am weaving a plot into the main one where the down is basically doomed and will lead to a big showdown for the players to destroy the evil that is slowly rising there, but it will be too late and the village they know will die in the process. And this was all done by tying together separate elements and events and adding some hints in the last session. So it is never too late to make drastic changes if you can look at your world and player events that have taken place and use that to make it seem like you had it planned all along.   And yeah, it will all be the accidental villain&#039;s fault.  Now they will really hate that guy and the great thing is that the players made him up for the most part.]]></description>
		<content:encoded><![CDATA[<p>Creating a balance between game play and story can be a real challenge for any DM in any system.  Fourth Edition gives you a lot of tools for story telling and building encounters of any type at your finger tips.  One thing that fourth edition has taught me is I don&#8217;t need detailed maps of the world nor every NPC and plot device mapped out.  And that adventures/encounters can be really fun to create and personalize.</p>
<p>Stories are awesome, but you shouldn&#8217;t lock yourself into a story so tightly you feel you need to start over to fix your campaign.  And also don&#8217;t forget to have fun or add elements outside the story.  </p>
<p>My current campaign is turning out a lot more better than I expected.  I have been a DM from way back in the day.  And skipped both 2nd and 3rd editions of the game and found myself picking up fourth edition cause that is what the shop had.  And I have found it ideal for story driven campaigns.  The system is so easy in flow that you can easily match players&#8217; actions and spur of the moment brainstorms in a flash.  I have had a grand time creating encounters that can be resolved through reason, combat, bluff, and a myriad of other ways.  Plus the system works very well for my players.  We all got back into gaming thanks to playing lots of board games so the tactical aspects of the combat works very well for us. They have all bought into the role playing with great eagerness and the game world is slowly unfolding for all us. I think for every hour we spend in a fight we spend 2-3 talking to NPC&#8217;s, exploring, or other RP activities. </p>
<p>I started with a small town on a backwards isle and an idea of what was out there.  I didn&#8217;t layer it on very thickly and kept the details dim so it could build out in a graceful organic way. There were a few things I knew about the world that they still don&#8217;t know.  And these facts will slowly be revealed in the 6th and 7th gaming sessions.  But, also during the first 5 sessions they have learned a lot about the forces at play in this world through separate adventures.  Not all the adventures were tied into the story at all. A couple were to give them hints of what the world used to be like, or to introduce aspects that lurk just out of their reach for flavor.  They know they are up to their necks with a vague divine mission but not sure where it will go beyond a vague hint. </p>
<p>Meanwhile, a throw away boss in the first adventure has managed to survive through his own luck, player error, and cunning to become a figure they loath.  I mean these guys really hate him. And now he has his own mysterious subplot taking shape.  At times the players are more obsessed with finding him then the main storyline. And this has all been made up and slowly evolved as the sessions marched on.   That is something you could never plan sitting at your writing desk on day zero of creating your campaign.  Some things need to be allowed to grow on their own. And I think that is a good plan overall.  Too much planning or plotting and you find yourself in a painted corner down the line.</p>
<p>One aspect of encounter building I have really gotten into is changing the expectations. Many see an encounter as a single fight.  I see it as a series of events or locations.  The players much leverage their resources through a space of time. You can create arcs of action that break the mold in terms of what they are expecting. But, one thing to remember is not all encounters need be tied directly to your main story.  Subplots are wonderful things and it can be a fun shock to players that the quest they were pursuing is actually a red herring or aiding an enemy they didn&#8217;t even know existed.  But, also don&#8217;t be afraid to have an encounter/adventure that is just cool and random at times.  Some oddity found in the back hills while they trek to another plot point.  Look at TV shows that have a long plot thread. Not every episode is about the plot.  Some are about the characters and others are like the monster episodes of the X-Files.  Something to sprinkle a bit of flavor and fun into the mix. </p>
<p>There was a couple things I decided to change after the fact. But, I did through the story itself.  I recently realized that the home town the players came from really had too much going for it in terms of races they could use.  As the campaign has developed I decided I wanted races to be tied to certain origin points in the game.  Luckily the origin of the small village was pretty unique.  And I had created a smaller village of outcasts on the other side that has become the player&#8217;s home base after they got banished from their true home in a much earlier session.   Needing to correct the mistake of too many races living in that town.  I am weaving a plot into the main one where the down is basically doomed and will lead to a big showdown for the players to destroy the evil that is slowly rising there, but it will be too late and the village they know will die in the process. And this was all done by tying together separate elements and events and adding some hints in the last session. So it is never too late to make drastic changes if you can look at your world and player events that have taken place and use that to make it seem like you had it planned all along.   And yeah, it will all be the accidental villain&#8217;s fault.  Now they will really hate that guy and the great thing is that the players made him up for the most part.</p>
]]></content:encoded>
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	<item>
		<title>By: Michael</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4367</link>
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Wed, 26 May 2010 00:01:19 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4367</guid>
		<description><![CDATA[This is a very helpful post for me to have read right now, as I&#039;m basically where you were in 2008.  I&#039;m DMing my first campaign, and we&#039;re starting out with a published adventure (The Keep on the Shadowfell).  It seems pretty clear that the players are really into it, and we&#039;re going to eventually finish the adventure and move on to other things.  Thus, I&#039;ve been spending some time thinking about what&#039;s next and how to link it to what&#039;s going on now.

I&#039;ve found myself wanting to think bigger and bigger.  I started with some ideas for the next adventure and how the party might discover it (giving a couple of different options).  Since I was inspired, I started thinking about a bigger picture beyond that... and that&#039;s where I am right now.  After reading your post, I think I&#039;m better off stopping here.  I know roughly what the next adventure is going to be like (with a couple of different directions it could go), and that&#039;s probably enough for now.  I might drop a few little foreshadowing hints here and there that point toward bigger things down the line, but I&#039;ll try to keep them light and offhand rather than big and ominous - because the campaign might go in unanticipated directions!]]></description>
		<content:encoded><![CDATA[<p>This is a very helpful post for me to have read right now, as I&#8217;m basically where you were in 2008.  I&#8217;m DMing my first campaign, and we&#8217;re starting out with a published adventure (The Keep on the Shadowfell).  It seems pretty clear that the players are really into it, and we&#8217;re going to eventually finish the adventure and move on to other things.  Thus, I&#8217;ve been spending some time thinking about what&#8217;s next and how to link it to what&#8217;s going on now.</p>
<p>I&#8217;ve found myself wanting to think bigger and bigger.  I started with some ideas for the next adventure and how the party might discover it (giving a couple of different options).  Since I was inspired, I started thinking about a bigger picture beyond that&#8230; and that&#8217;s where I am right now.  After reading your post, I think I&#8217;m better off stopping here.  I know roughly what the next adventure is going to be like (with a couple of different directions it could go), and that&#8217;s probably enough for now.  I might drop a few little foreshadowing hints here and there that point toward bigger things down the line, but I&#8217;ll try to keep them light and offhand rather than big and ominous &#8211; because the campaign might go in unanticipated directions!</p>
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		<title>By: Colmarr</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4365</link>
		<dc:creator><![CDATA[Colmarr]]></dc:creator>
		<pubDate>Tue, 25 May 2010 23:17:58 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4365</guid>
		<description><![CDATA[Another handy way of constructing epic stories is to layer them.

Have a heroic tier plot arc, with its own villain. Then have a paragon tier motif or theme (but not a plot arc), and some way to link the two. Then have an epic tier motif or theme, with a way to link it to both.

If you get to level 7 or 8 and everyone is still jazzed with the campaign, then that&#039;s the signal for you to start considering dropping hints and clues as to what will be going on in later tiers. 

For example, in a defunct (because I moved away) 3.5 campaign, levels 1 to 7 were strongly focused on a massive goblinoid invasion with sprinklings of fiendish cultists. 

At level 8, the PCs were going to start encountering half-dragon goblinoids and learn that dragons were the masterminds behind the invasion. 

At even later levels, the PCs would have learned that the tainted dragons were allied with the fiends in trying to raise one of their own to godhood, and that the goblinoid invasion was a ruse for their attempts to recover an artifact that they needed.

Each of those story segments could stand alone, and if the campaign petered out at any stage, I could have left the unused plots unmentioned. No need to seed level 1 with talk of a pact between dragons and fiends.]]></description>
		<content:encoded><![CDATA[<p>Another handy way of constructing epic stories is to layer them.</p>
<p>Have a heroic tier plot arc, with its own villain. Then have a paragon tier motif or theme (but not a plot arc), and some way to link the two. Then have an epic tier motif or theme, with a way to link it to both.</p>
<p>If you get to level 7 or 8 and everyone is still jazzed with the campaign, then that&#8217;s the signal for you to start considering dropping hints and clues as to what will be going on in later tiers. </p>
<p>For example, in a defunct (because I moved away) 3.5 campaign, levels 1 to 7 were strongly focused on a massive goblinoid invasion with sprinklings of fiendish cultists. </p>
<p>At level 8, the PCs were going to start encountering half-dragon goblinoids and learn that dragons were the masterminds behind the invasion. </p>
<p>At even later levels, the PCs would have learned that the tainted dragons were allied with the fiends in trying to raise one of their own to godhood, and that the goblinoid invasion was a ruse for their attempts to recover an artifact that they needed.</p>
<p>Each of those story segments could stand alone, and if the campaign petered out at any stage, I could have left the unused plots unmentioned. No need to seed level 1 with talk of a pact between dragons and fiends.</p>
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		<title>By: Swordgleam</title>
		<link>http://newbiedm.com/2010/05/25/hindsight-is-2020/#comment-4363</link>
		<dc:creator><![CDATA[Swordgleam]]></dc:creator>
		<pubDate>Tue, 25 May 2010 21:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=2022#comment-4363</guid>
		<description><![CDATA[How strong/specific was the foreshadowing? Reversals are always fun. Maybe &quot;the goblins will bring a wave of darkness over the land&quot; refers not to an invasion, but to a goblin accidentally unleashing an evil artifact, or to a politician who rose to prominence on goblin-hate introducing evil laws. Maybe &quot;a great hero shall stand strong at the final battle&quot; refers to someone other than the PCs - they&#039;ll be halfway across the world stopping the /real/ villains while the &#039;final battle&#039; is just an elaborate distraction. It might not be too late to shake things up.

I was panicking partway through my 4e game, since I&#039;d only built the world immediately around the PCs&#039; village. But as I looked, I realized that I had enough to last them through paragon and even epic tier without venturing too far from where they&#039;d started. They were sideplots that had developed more or less naturally. I won&#039;t get to explore them since we&#039;ve all graduated and scattered to the four winds, but it did make me realize that I don&#039;t have to worry about that kind of thing ahead of time.]]></description>
		<content:encoded><![CDATA[<p>How strong/specific was the foreshadowing? Reversals are always fun. Maybe &#8220;the goblins will bring a wave of darkness over the land&#8221; refers not to an invasion, but to a goblin accidentally unleashing an evil artifact, or to a politician who rose to prominence on goblin-hate introducing evil laws. Maybe &#8220;a great hero shall stand strong at the final battle&#8221; refers to someone other than the PCs &#8211; they&#8217;ll be halfway across the world stopping the /real/ villains while the &#8216;final battle&#8217; is just an elaborate distraction. It might not be too late to shake things up.</p>
<p>I was panicking partway through my 4e game, since I&#8217;d only built the world immediately around the PCs&#8217; village. But as I looked, I realized that I had enough to last them through paragon and even epic tier without venturing too far from where they&#8217;d started. They were sideplots that had developed more or less naturally. I won&#8217;t get to explore them since we&#8217;ve all graduated and scattered to the four winds, but it did make me realize that I don&#8217;t have to worry about that kind of thing ahead of time.</p>
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