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Tzi |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
So, in this settings, I've got a campaign going. Out of the gate at the first level I decided to thrust the party into some strong hints that certain old evils in the area are stirring to life and maybe seeking a comeback.
However, Its a medium paced campaign and I am now a bit worried that the party is too focused on a major story arc and I am now looking for ways to distract them into smaller story arcs. Mainly because they don't have enough experience.
The situation now, the party has discovered some sort of artifact, a book made of bronze and gold (like a binder with metal pages) that contains revelations of some ancient construct that housed the soul of some evil creature from beyond the mortal world, and talk of trying to resurrect it. However they have learned there is a sister book that would be needed to do some dreaded incantations. Currently they are seeking anyone with information about the book, or its sister book.
However currently I am worried that they are now so engrossed into this story arc that it would be hard to hook them into other story arcs at all.
idk, advice? tips? tricks?
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Vuvu |
1 person marked this as a favorite. |
![Theldrat](http://cdn.paizo.com/image/avatar/Theldrat-Final.jpg)
make side quests hooked to the main. Maybe the other book is in pages. They can get one but they have to navigate a labyrinth to get to it. Another one is held in the treasury of a great gladiator. You must defeat his tournament of champions to get it.
If they love the story arc no point in going away frm it, rather just extend it
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devil.in.mexico13 |
![Harsk](http://cdn.paizo.com/image/avatar/PF21-19.jpg)
make side quests hooked to the main. Maybe the other book is in pages. They can get one but they have to navigate a labyrinth to get to it. Another one is held in the treasury of a great gladiator. You must defeat his tournament of champions to get it.
If they love the story arc no point in going away frm it, rather just extend it
W
I second this advice. If they're already hooked on your plot and you sidetrack them with something unrelated, you run a pair of risks. First, they may not take the bait, and all the design work you did on the side quest is wasted. Second, they may become more interested in the side quest, and completely abandon the main story arc on you.
If you just extend your main plot, however, you keep them interested, and can spend your prep time working out how to pace the plot you've already put work into.
I find that making a timeline of the progression helps. Three columns, one for total xp, one for wealth by level, and one for major plot point revealed at that level. Leave vertical space on the page between entries so you have space for side quests, important npcs, and macguffins as needed. This will also help you avoid one of the least talked about pitfalls of being a new GM: over eagerness. You spend all this prep time working out an epic story line,and you just can't wait to share. All of a sudden, the PC's have information they shouldn't have for another three levels, and they want to act on it. A basic timeline will help you remember the pacing you had in mind when you wrote everything up.
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mem0ri |
![Captain Elreth](http://cdn.paizo.com/image/avatar/SP3_Captain_highres.jpg)
<voice-of-evil-Sicilian> You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: Never reveal too much of the storyline too early in a campaign </voice-of-evil-Sicilian>
The above advice of tying "extending" quests to the main storyline is your best avenue at this point. From there, the advice above about a progression timeline for your next campaign is essential. You may want to start the characters knowing about an ancient evil ... but perhaps it takes them a while to find the books ... or they find a book and don't know what it's about until they find an old sage (and getting to the old sage has some sidetracks) ... etc.
Pacing the "full reveal" of a campaign arc is difficult ... and I've been in your shoes before (and probably will be again). Good luck!
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Tzi |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
<voice-of-evil-Sicilian> You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: Never reveal too much of the storyline too early in a campaign </voice-of-evil-Sicilian>
The above advice of tying "extending" quests to the main storyline is your best avenue at this point. From there, the advice above about a progression timeline for your next campaign is essential. You may want to start the characters knowing about an ancient evil ... but perhaps it takes them a while to find the books ... or they find a book and don't know what it's about until they find an old sage (and getting to the old sage has some sidetracks) ... etc.
Pacing the "full reveal" of a campaign arc is difficult ... and I've been in your shoes before (and probably will be again). Good luck!
Well, in my defense they don't know much beyond the fact that they may have stumbled upon an artifact of some kind, it speaks of strange evil, and they have conflicting stories as to what that evil is or was. They also suspect a long dead tyrant had interest in this evil being.
They have met one powerful wizard who has given them what he knows, but his version is different then what they already knew. Its not too much but I'm thinking of taking the timeline advice. For the most part they don't know anything beyond that, except that another book exists (A sister tome) and they have no idea if its in one piece, or if their own book is in one piece.
I think the timeline advice is what I'm going to roll with.
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Gnomezrule |
![Arnistolientar Popswicker](http://cdn.paizo.com/image/avatar/PZO9211-Arnisto.jpg)
Might I suggest things happen to them rather than them quest along your current plot. So often adventure designs follow the go here and get X, or defeat Y or "investigate" what is happening at Z. Why not while they are trying to study or learn about the book or its sister book. A clan of orcs raid the town. No need for them to quest or go out of their way. This simply is war finding them, nothing long or pronounced just a quick raid to kill and steal what they can. Who cares if they take the bait they have to fight for their life.
The other option is you scratch my back I will scratch yours. A historian they have heard may know more about the books, he would be happy to help them if only . . . . .