Variety

IanBruntlett

Emperor Mongoose
Recently I've been running Tripwire and we're near the very end. The feedback that I'm getting is that, well, running a campaign book from start to finish is an accomplishment in itself, it can be a trifle repetitive... I'd like to ask : how do you get around this problem? I've got a copy of 760 Patrons and figure that introducing encounters from 760 Patrons or opportunities for trading (from the core rule book) may solve the problem.

Ideas?
 
I usually do not use published material for longer campaigns, except
with Call of Cthulhu now and then, so my experience is rather limited.

In the few cases where we played a published campaign, I introduced
about as many "sideline adventures" (with no real connection with the
main plot and focussing on other elements of the genre, etc.) into the
campaign as there were "official" ones.

There were some cases where I intentionally made it difficult for the
player characters to return to the main plot, torturing them with "side-
line adventure" after "sideline adventure" in order to make it a chal-
lenge to "get back on track", and somewhat to my surprise at least
these players liked it and developed even more motivation to follow
the campaign's plot.
 
You can give each character their own story arc, and when the action starts to flag you can introduce some element to complicate their personal story arc.

The main story arc of the campaign and the personal arc of the lead character may be one and the same, or of course you could introduce a personal arc to complement the main one.

Consider the John Sheridan personal storyline from B5, where the main story of the Shadows merged with that of his late wife Anna.
 
Yes, always have your campaign, but have other side adventures pulled from elsewhere. These create neat diversions, that a) allow interest and diversity, b) keep PCs guessing as to where this is all going ....
 
Back
Top