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Roleplaying Tips Weekly E-Zine Issue #191
20 Tips On Managing Campaign Time
Contents:
This Week's Tips Summarized
20 Tips On Managing Campaign Time
- Have The PCs Set Goals
- Use Episodic Format
- Take An In-Game Planning Break
- Explain Your Intentions To Your Players
- Allow Players To Interrupt If There Is Something They Particularly Want To Roleplay
- Describe The Events That Take Place Briefly, Rather Than Running Through Them
- Spotlight Events
- Use Dice Rolls To Cover Unimportant Events
- Streamline Downtimes By Just Allowing Players To Do Reasonable Things
- Ask Players What They Are Doing In General Terms Before Describing A Downtime
- Use One-On-Ones For Long Downtimes
- Schedule Downtimes In Appropriate Places
- Don't Have Plot Important Events Occur In Downtimes
- Use A Time Paradox GMing & Campaign Style
- Calculate Project Time For The Players
- The GM's Questions Are Leading
- Pass Time Without Making Assumptions
- Use Travel And Weather
- Use PC Diversions
- Slow Down Advancement
Readers' Tips Summarized
- Combat Tip: Use A Thin 2nd Fig Base To Show Reach
From: Eric T. Holmes
- Adventure Ideas
From: Kelvin Goh
Return to Contents
A Brief Word From Johnn
Anyone Played Game Of Thrones Boardgame Yet?
I saw a boardgame about my favourite novel series called
Game of Thrones at my FLGS the other day. It looked quite
interesting. Has anyone played it? What did you think?
Chris Crawford On Game Design
I have just finished a book called "Chris Crawford On Game
Design". It focuses on video games, but there's some
relevance in parts to pen & paper RPGs. One of his mantras
struck me in particular in regards to designing
interactivity:
What will the user do?
I've been dwelling on this a lot and it's inspired a new
thread in my upcoming Encounter Essentials book. When you're
designing and planning for your next game, think about
Chris' question:
What can the PCs do in the situations you're planning?
What choices will your players have?
The example I'm using in my book to illustrate the power of
these questions involves a seemingly well-crafted encounter
with several poker-playing goblins. However, when the PCs
enter, the plan is for the goblins to shout "Intruders!" and
attack. What options do the PCs really have here? They're
pretty much pre-disposed to attack, defend, or flee.
No matter how cool the location design, number of important
plot clues planted, pending reward, or customization of each
goblin foe, there's not much in the way of choice presented
in that example, and therefore not much interactivity. The
encounter's effectiveness and entertainment value suffers
because of this.
Something to ponder.
Have a great week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
20 Tips On Managing Campaign Time
In Issue #187 I posted a request for tips on stretching out
campaign time. Following is my original request pasted in
from #187 and then readers' responses. Hope you find the
tips useful!
* * *
With my style, I enjoy GMing the day-to-day lives of the PCs
as they evolve into fine adventurers and heroes. However,
when the game is continually run on a day by day, or even
hour by hour basis, it starts to get unrealistic. How much
can a character really improve in 24 hours? How can I let my
game world change in the background when the time line
advances so slowly? Wouldn't the PCs get burnt out after
packing so much adventure in such a condensed time frame?
However, switching to a longer time frame mid-game is often
troublesome:
- Characters want to act immediately ("Ok, in the
morning I want to chat with the innkeeper")
- Plot threads might not tolerate longer time intervals
("Three weeks pass -- oh wait, the goblin hoard was
advancing, so I guess we have to rewind.")
- Administration can bog the game down ("Three weeks pass?
Ok, my character wants to study some things, re-equip, get
some training, and start building a house.")
So, my tips request for you this week is advice on switching
from micro character management (i.e. "Ok, the monster is
dead, what are you doing now?") to longer time frames (i.e.
"Ok, the monster is dead, the village celebrates, and three
weeks pass.") with grace and efficiency. Perhaps you have
some planning advice to prevent this problem from happening
in the first place, or some in-game storytelling techniques
for this?
* * *
- Have The PCs Set Goals
From: Peter Heyman
I generally keep a list of the characters (PC & NPC) handy
that shows both their individual short and long-term goals.
For example:
Allaryk:
- Short-term - Chasing after the waitress in the tavern for a
date
- Long-term - Designing that cool new battle-bow and studying
magic with Laueth (another PC).
If I know that there is a period of time coming up where
there will be little action, I will ask that the players
make a list of 3-6 short-term and 1-3 long-term goals. With
these there is focus for the PCs and quite often there are a
few goals that will overflow into the next chapter of the
story line.
Cross-Pollinate Goals
I encourage the players to cross-match their long-term goals
with one or more other PCs and NPCs so that there is more
cohesion within the party. These people have been living
side-by-side, working together, adventuring together, and in
many cases, nearly dying together. Why would they suddenly
go their separate ways to pursue personal goals that they
had not even discussed among themselves?
- Why would the Dwarf work for a month to create a great
axe, then go looking for someone to enchant it when his
adventuring companion of the last 2 years is studying to
become an Archmage?
- Why would the team's technician hide out in a basement at
home, working night and day on a new computer design, but
not even consider asking the team's brilliant computer
programmer to assist him?
Whenever you are working non-stop, waiting for your vacation
or the end of an important project, you always start making
plans for what you'll do when you have time for yourself.
- Read that huge novel (Jordan probably)
- Follow your hobbies (gardening, stamp collecting, armor &
weapon building)
- Take a trip somewhere (the beach, the mountains, that
weird temple in the jungle down south that no one has ever
returned from!)
- Visit family (dead or alive)
- Recuperate from injuries (what most players overlook!)
- Study up for a promotion (or to prepare themselves for the
next big ugly!)
Whatever it is, most likely the PCs have already planned on
doing it. Therefore, the players can make their lists of PC
Goals and have them ready for the GM. And, the GM can then
work these sidelines into the matrix of the story line.
Return to Contents
- Use Episodic Format
From: Sean Brasher
In my current campaign, I wanted to achieve a "TV show" feel
where the various adventures the group experienced were
broken out into distinct episodes with a period of "off-
camera" time between each episode. However, the plot line
inevitably would contain recurring villains to hassle,
important NPCs to meet, items to build, skills to learn,
etc. and the players might be motivated to try some things
during their off-time that I would prefer were handled
during episodes.
I also wanted the PCs to feel like real people who
occasionally experience wild adventures instead of being
"career adventurers" who are always on the go. (In other
words, I wanted to allow a character to occasionally go
visit his mother in the next town without having to do that
in-game).
Finally, because certain skills such as Craft allow a
character to produce items or wealth in their free time, I
wanted a way to allow the PCs some free time while
maintaining fairness.
So, we came up with the "Gap Between Episodes" table.
At the end of an episode adventure we roll d100. The next
episode begins in:
| Result |
Gap Between Episodes |
| 01 |
Less than 1 hour |
| 02-05 |
Less than 1 day |
| 06-15 |
1 day - 3 days |
| 16-40 |
4 days - 10 days |
| 41-75 |
11 days - 3 weeks |
| 76-90 |
3 weeks - 6 weeks |
| 91-95 |
6 weeks - 3 months |
| 96-99 |
3 months - 5 months |
| 00 |
5+ months |
At the beginning of the next session, the players get a
chance to say how they spent their off-time. But, there are
rules on how that time can be spent:
- The PCs can not advance the plot during their off-time.
- If the PC focuses excessively on a single task, their
social life suffers.
So, even if they found out where their mysterious informant
lives during the last episode, they cannot use their off-
time to follow him around. And, even if they know that one
of the forty warehouses at the docks contains an evil
monster, they cannot spend their three weeks off hanging out
at the warehouses and searching every one of them. (The DM
can provide in-game reasons why these things are not
possible, if needed.)
Also, the PCs should be expected to have a social life. If a
PC spends every moment of his free time for three months in
his basement building a super-gun, his girlfriend will
probably leave him and his friends will stop calling. He
ought to feel that effect in-game when the next episode
starts.
What is acceptable during off-time: learning a new skill,
creating items, building a home or a business, obtaining
basic equipment, travel, hobbies, interacting socially with
NPCs, living a normal life, etc.
Return to Contents
- Take An In-Game Planning Break
From: D
Johnn,
One of the best things I can suggest about a time management
transition is to take a small break. Give players about 5 -
10 minutes to formulate any plans or things they want to
take care of during the fast forward.
This goes something like, "Ok, I am about to fast forward
through 3 weeks of game time. Now we're going to take a
break for a few minutes. I want you to write down what your
character will be doing during those 3 weeks. Once you've
given me your sheet, that's it. No going back and adding or
changing things."
Read the submissions. First you want to approve/disapprove
the intended actions. Next, determine which actions can be
handled off stage. "Yes, Ragnar, you're able to buy a new
axe. Deduct the standard cost off your treasure."
Then deal with things that must be done on stage. You can
skip a lot of set-up here. "Ok, Malack, about a week has
passed and it's now the day you've decided to go see the
head of your order. You're entering the chapel now...".
One thing about the on-stage items. If possible, look for
elements that can be combined to involve the whole group.
Say, for example, that the majority of the group wants to
get more equipment. Then you might handle it like so:
"You've spent the last few days relaxing after that last
fight. Now you're out in the market area trying to acquire
supplies".
I think the main thing to understand is although you are
fast forwarding, you don't have to do it all in one step.
The key is give the players some time to think about the
passage of time and deal with the intended actions as
required using the thoughts above.
Of course, one thing to bear in mind is you can't fast
forward when external events preclude it. If you know you
have an advancing goblin horde, then the fast forward won't
work.
As a different strategy, try to time the fast forwarding for
between sessions. As you wrap up a session, announce your
intention to fast forward. Get the players to think about
their characters' actions and write them down like mentioned
before. This gives you more time to plan out how to deal
with the on stage and off stage items. Much of the off stage
items can be handled via phone or email. This also has the
advantage of keeping up player interest between sessions.
Return to Contents
- Explain Your Intentions To Your Players
From: Riina Stewart
Amaranth Roleplaying Resources
http://www.chariot.net.au/~amaranth/articles.htm
It is advisable when making any change to the way a campaign
runs to talk it through with your players. Ask for their
cooperation in deciding whether or not something is truly
important enough to play through, and explain that your
intention is to make things seem more realistic, while
avoiding having to spend long on anything which they find
boring.
Return to Contents
- Allow Players To Interrupt If There Is Something They
Particularly Want To Roleplay
From: Riina Stewart
Make it clear to your players that when you reach a point of
downtime, and start describing what happens in brief, that
they can interrupt and ask to play something out if they
particularly want to. To start with, they will probably feel
like they want to roleplay out things that they might not
need to, so encourage them to justify such interruptions.
For example, they may wish to roleplay sitting around the
campfire that night because they were hoping to have an
interesting conversation about their guide's background - an
intention you might not have been aware of. This may be
worth playing through real time.
Return to Contents
- Describe The Events That Take Place Briefly, Rather Than
Running Through Them
From: Riina Stewart
Micro character management can be avoided by simply
describing mundane events briefly rather than running
through them specifically. For example, instead of running
an entire shopping expedition, you could simply say "You
spend a long, tiring day looking for the goods you want to
buy. What were you looking for? OK, you find X and Y, but
there is a shortage of Z and you are charged an exorbitant
price by a black-market dealer." While a shopping expedition
might be an interesting roleplaying experience if you want
it to be, it could also be quite mundane. If you aren't
planning anything interesting, you can move the game along
by just briefly describing it. The trick is to create a
sense of the passage of time, without spending long on it in
game.
Return to Contents
- Spotlight Events
From: Riina Stewart
While not all shopping events are interesting, some may well
be. Learn to spotlight these interesting scenes, and skip
past those that have less to offer. Only run scenes that add
something to the game, remembering that this doesn't just
include scenes where something "happens". Scenes can be used
to create a mood, build tension, obscure important things
(the red herring), add to characterization and so on. A game
where only directly plot relevant scenes occurred would be
rather odd. However, many scenes don't add anything much at
all, and can be easily deleted.
Return to Contents
- Use Dice Rolls To Cover Unimportant Events
From: Riina Stewart
Skipping past things can be disempowering, so sometimes it
is best to allow players to roll dice to cover their
character's performance during a downtime. For example, you
and your players may not wish to roleplay through a lengthy
session of choosing horses; however, if they make a bad
choice, it could mean they are left horseless down the
track, or they pay a bad price for what they get. In this
case, you could let an appropriately skilled player roll on
the relevant stat to determine how successful they are.
Return to Contents
- Streamline Downtimes By Just Allowing Players To Do
Reasonable Things
From: Riina Stewart
It can be tempting as a GM to make everything a challenge,
but really it doesn't hurt to just assume the characters
succeed. If a given event is within the character's
abilities, and wouldn't add anything if it was played out,
just let the player describe what they are doing. This can
avoid a lot of needless wasted time when it comes to
downtimes. If your player wants their character to build a
house, it is possible to just say, "OK, you're working on it
- how's it going and what's it like?". When players give you
a long list of downtime activities, you can probably just
let most of them succeed, and only roleplay through a couple
important ones.
Return to Contents
- Ask Players What They Are Doing In General Terms Before
Describing A Downtime
From: Riina Stewart
When you intend to go into a downtime, ask the players what
their characters are doing for the duration, (in point form
if the downtime is a long one or just verbally if it is
short). That way you can describe the events that pass as
planned, and run as scenes those which might be problematic.
Let's say your player gives you a list like this, for a two
month down time:
- Spend time with daughter
- Practice Fencing
- Start writing a book on my travels
- Try to make an impression at court
In this case you might say yes to the first three, and then
roleplay the character's first day at court, and base the
rest on a roll. Of course, any of these things could be plot
hooks for something interesting, which is another benefit of
such lists, downtime or no.
Return to Contents
- Use One-On-Ones For Long Downtimes
From: Riina Stewart
If you have the time and inclination, it can be interesting
to schedule one-on-one sessions with each of the players
during particularly long downtimes of more than a few
months, and especially if years will pass. This helps to
give the player a sense of what has happened in that time,
gives a sense of time passing, and allows for some more
personal character development. Before this session, you
would ask your player to prepare a list of what they would
do during this time, and then decide which actions would
make interesting scenes and which will just be described
(with the amount of time you can dedicate to play in mind).
Sometimes this is a good place to introduce plot hooks for
the next story of your campaign.
Return to Contents
- Schedule Downtimes In Appropriate Places
From: Riina Stewart
Obviously, it is a matter of personal judgement, but it is
important to schedule downtimes when there is a break in the
action. If events are happening close together, then it
probably isn't a good place. If, however, the characters
must wait a few weeks or months before they get needed
information, running that as downtime will help maintain the
campaign's momentum. Downtimes are also highly appropriate
between stories when one has been concluded and another has
yet to begin.
Return to Contents
- Don't Have Plot Important Events Occur In Downtimes
From: Riina Stewart
Finally, and importantly, avoid having highly plot relevant
events occur in downtime mode. If your PCs are seriously
disadvantaged by an event they didn't have the chance to
effect, they won't trust downtime and will want to go back
to a micro management approach. If an event is likely to
impact strongly on the characters, it is usually best to
play it out real time, to give the players a chance to have
an impact. The only exception I'd give to this are events on
such a scale that the PCs could obviously never have
effected them - for example, national politics might effect
them profoundly, but if they have nothing to do with
national politics you could just mention that the King was
killed in battle and has been replaced by his tyrannical
son. Of course, such events can still make for very
interesting scenes, if you are so inclined.
Return to Contents
- Use A Time Paradox GMing & Campaign Style
From: Tommy H.H.
I ran a big campaign involving about 8 players divided into
groups that would constantly alter their alliances. I had to
keep track of every impact each team would have on the
world, and if a group played a session and spent a year in
that session they would be out of game until the other
groups caught up to the same time line.
As a result, some players developed a style of "how many
things can be done in one day if we really plan it". They
would play for days trying to make a game day last as long as
possible so that they could play the game more than the
other groups. Of course, the other teams complained...
In the end I traded time-realism with real time.
Each team could exist in their own time envelopes and meet
if they searched each other out, regardless if it would lead
to inconsistencies in time. Players could play together on a
day or split up during the game into private sessions of one
hour each. So, one team could be battling a war while the
other team would be shopping.
The only restriction to this manipulation of time was that
they had to deal with any encounters they met if they travel
over a distance. So the team that is about to advance
against the orcish war machines may stall their game time and
allow the other group to roleplay the travel all the way to
the battlefields and then both teams will eat the orcs for
dinner...
On the other hand, if one group has failed to stop the
orcish invasion, then when the next group plays there will
be orcs everywhere.
I know this method may seem confusing to outsiders, but it
makes the game run incredibly smoothly, and from time to
time playing teams are amazed at what other teams have
accomplished during a weekend. When personal time lines
coexist, you can let a PC survive without using scrolls of
youth, even though one player spends a thousand years
hunting a treasure.
I have done one thing more with the time lines...
During each session I roll 5 times on a world event table
during my spare time and make the alterations in the game.
The world events are usually disasters and focused on an
area, and if players enter the area during the session they
will experience the event.
This allows prophets and gods to tell about the future
because I can roll in advance and note down the event. The
players can pay gold and be warned about a meteor strike
before the event takes place and survive by avoiding the
area for some sessions until they read about it in the
world-news.
Return to Contents
- Calculate Project Time For The Players
From: Andrew Perkins
One thing you can do to let some time pass is use a system
of: "You get two weeks off. During that time your character
will sleep X hours and you will have X hours leisure time.
What do you work on?" This way, people are forced to think
realistically about what their character could, and could
not, do during that time period.
It also helps to have the time pass between two larger
adventures. That way, if someone wants to go after his
personal side-quests, that can be arranged outside of the
rest of the group.
Hope that helps!
Return to Contents
- The GM's Questions Are Leading
From: Justin D
I think the main issue is giving players a reason to slow
things down. After all, most games only reward characters
for being constantly active. If players feel less pressure,
they'll be happier to wait around a little bit.
If the GM keeps saying "So, what do you do at 2:00? What are
you doing at 2:30?" the players are going to pick up on
that. They'll learn that the GM wants them to act quickly
and manage their time, even if that's not what the GM wants.
A GM who says "Are you going to do anything this week?" is
more likely to have characters wait around. I once had a GM
plan a two-month lull in the action, but he asked what we
were doing each and every day. In the second week, we
finally just said "Look, can we skip ahead to the action?
You know our daily routine now." He felt like he needed
permission from us, but his questions made us feel like the
action was imminent.
Return to Contents
- Pass Time Without Making Assumptions
From: Justin D
Look at the difference between these two statements:
1) "The village has a celebration and you all sit around for
three weeks. It's going to cost you 200 gold for food and
board. Now, roll initiative. You're being ambushed."
2) "OK, the village is going to celebrate tonight. Three
weeks are going to pass quietly until the next exciting
thing happens. It'll cost you 200 gold for food and board,
unless you want to do something else. No? OK. Well, there's
an ambush now - roll initiative."
The second approach lets the players know that they're not
expected to do anything and not losing some competitive
advantage during that time.
They're also given a choice - no one likes being railroaded
in any context. The GM can go even further. Perhaps the PCs
have to wait a week for a future employer to arrive? Maybe
the employer's steward lends them the use of his pleasure
boat while they're waiting? This way the GM makes it clear
that waiting is all right.
Return to Contents
- Use Travel And Weather
From: Justin D
I'm always amazed at how many D&D GMs allow player groups to
safely travel 20 miles a day through snow-covered mountain
passes during the winter. In reality, ancient armies often
postponed marches due to rain and mud, let alone snow and
rough terrain. The Donner party didn't even survive their
early-winter trek.
[Comment from Johnn: Here's info about the Donner party:
http://www.pbs.org/wgbh/amex/donner/ ]
By slowing down travel, there's less pressure to get things
done soon and you have a good three to five months of winter
weather where no one in their right mind travels anywhere.
Even in science fiction games, travel can be slowed. Planes
fly more than 200 miles an hour, but how long will it take
you to go 200 miles? Drive to the airport, check in, pass
security, wait for delays, spend 15 minutes boarding and
another 15 unloading, then wait for baggage, fight over
cabs, and finally arrive at your hotel. I once spent 5 hours
getting through a 20-minute connecting flight. Bad weather
can ground flights and close roads, though futuristic
technology makes these delays hours or days instead of weeks
or months.
Return to Contents
- Use PC Diversions
From: Justin D
It helps if players have something to do during their
downtime. After all, adventurers only lose money if they're
sitting around swilling ale and renting apartments. If they
have apprenticeships, romances, side businesses, political
involvements or other non-adventuring interests, they might
happily slow things down a little. In this case, the
transition can be more player driven. "Are we done with the
enemy? Good, I need to get back so I can campaign for the
town council. And Joe has a wedding to plan."
Plus, this just builds good role-playing. How many people
actually work seven days a week? Characters should take time
off, have vacations, and enjoy their money - it only makes
sense. Furthermore, a good romance or town election can pull
even the most die-hard hack 'n' slasher out of his shell.
Clever GMs may even award experience for this good non-
adventure role-playing. I once gave out a certain amount of
experience for just sitting around and was surprised by how
much the characters slowed things down themselves (even
though it was the equivalent of about one adventure's
experience per year of inactivity).
Return to Contents
- Slow Down Advancement
From: Justin D
By this, I don't mean award less experience but regulate how
it gets spent. The exact rules would depend on the game. In
D&D, you might allow a character to earn all the experience
he can, but can only improve one level per year. A very busy
season of adventuring might earn him four levels,
encouraging the player to take some serious time off for
study because he'll need four years to apply all that
experience. When players have this kind of motive, they'll
request the time off, facilitating the transition. And the
GM can always reserve the right to have adventures interrupt
the training if he wants to hurry things along a little.
Return to Contents
Readers' Tips Of The Week:
- Combat Tip: Use A Thin 2nd Fig Base To Show Reach
From: Eric T. Holmes
I require the players to have painted figures while I use
"unpainted" figures for monsters and minor NPCs. The
figures are not truly unpainted, but have a wash of black
paint, a color designator for multiples of the same figure,
and a number either stuck or written on the base. Major
NPCs are usually fully painted.
The players take care of recording battle damage during
their epic fights with the minions of Mordor or Isengard,
while I just have to keep track of the major NPC like the
Mouth of Sauron or Ignash the Captain of the Uruk-hai. The
players are given record sheets for their use and break up
the masses between themselves, which helps in the record
keeping.
If we have large or huge creatures, I'll use some card stock
to give the base size, put some "Blue Tack" on the card and
away we go.
We also can show the reach a person's weapon has by placing
their figure similarly on a card base. This works well with
spears, quarter staffs, and extra long blades.
[Comment from Johnn: hey, this is a great tip--at least, for
D&D 3.x players it is. Reach is often a confusing or
forgotten issue during a complex combat. Sticking a thin
base such as cardboard or a Post-It under a fig's regular
base would be a great way to display reach in addition to
space/facing.]
We use an older battle-mat with 21 mm squares, so the
squares work out with figures to a five foot scale.
On another topic, one of the players in our group suggested
using acetate sheets and pre-drawing interiors of rooms.
While I haven't started doing this yet, I can see the
usefulness with this technique because I won't spend
valuable time drawing and detailing rooms. I'll just have to
draw the corridors and "weird" rooms like caves. He even
went so far as predicting the use of a color photo copier
with some of the pdf files available on-line. Now why
didn't I think of that!
[Comment from Johnn: there's a Supplemental Issue on just
this topic. #12: Online Sources of Free Maps. To receive it
by email, send a blank email to: maps@roleplayingtips.com ]
Keep up the great work. Love the e-zine.
Roll double 'aughts.
Return to Contents
- Adventure Ideas
From: Kelvin Goh
Hi Johnn,
I was watching Samurai Jack on Cartoon Network's Adult Swim
when I got this idea for a D&D adventure - it's got all the
elements: suspense, betrayal, and an idiotic prophecy nobody
pays attention to until it's far too late.
- Players receive a rumour of a powerful artifact of blah-
and-blah
- They visit the Oracle who spouts gibberish while gazing
into a crystal ball - "Only those who are pure of heart can
wield it's power!"
- Mid-prophecy, said Oracle gets interrupted rudely by
marauding agents of the Enemy - "IT'S A WAAAAGH!!!"
- Players are getting seriously trounced when they get
saved by a mysterious, beautiful stranger
- Said stranger wants artifact to "save her father who was
imprisoned in a circle of fire"
- Players and stranger make long journey, facing many
obstacles to reach the artifact
- Stranger turns out to be the Big Bad Boss
- CUE: Big Bad Boss fight
In the cartoon, the boss wins the fight and Jack loses the
artifact, but I digress ...
Now we have the plot line, we can embellish it a bit with
subplots, romances, even more betrayals, and some red
herrings... Insert below into appropriate places on top:
- 1a. There are 12 different Oracles - only 1 is real, the
rest are quacks...
- 2a. The True Oracle speaks in a tongue that none of the PCs
can speak, so they need a translator.
- 4a. Players are saved by *several* mysterious, beautiful
strangers (but don't overdo this), and maybe a romance or
two develops...
- 4b. Some strangers are at odds with each other. Doesn't even
need be between different alignments - imagine 2 paladins,
one who favours a "smite all evil" approach, and the other
who favours the "give them the benefit of the doubt" lines
- 5a. Strangers laugh at each others' needs for the artifact,
each claiming they have the most right to the thingamajig
- 6a. Stranger(s) wants to do things along the way, e.g. raze
a town, clean a toilet, beg for biscuits, etc. Maybe a good
time to put in time constraints - "7 days do you have before
the artifact morphs into Great Boo-hoo and drowns the world
in a sea of crocodile tears!"
- 7a. Stranger(s) turn into respective Big Bad Boss(es) ... oh
dear... don't overdo this one, either!
- 8a. Multiple boss fight! Ever play Serious Sam? You get the
idea!
That's awfully complicated, but the gist of this whole sorry
story is that:
- If you run out of ideas, steal them from movies,
cartoons, shows, etc.
- Put them all together in a coherent whole - this may take
some work, but once you jot things down, you can just
interlace them. Even if you do it crudely, they usually come
up with a convoluted, complicated story line that still works
just don't put radically different things together.
- Create NPCs suitable for your plot.
- Throw your players into it and have fun!
That's my 10 cents worth, Johnn. Hope this proves to some
folks that when you're dry on ideas, you can still have a
funny campaign! Cheers!
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