my group and I have been playing basically every week since lockdown (around 35 sessions or so). We started at level 5, running my modified version of a great adventure called "The Red Hand of Doom". (It's a really well designed adventure). We have almost reached the end of the adventure and I am taking the last plot thread and allowing it to branch so that we can continue with these characters in a higher level campaign of my own design. For reference, RHOD is a sandbox, but in a mid-sized area. The enemy's motivation and abilities are understood, and a lot of setting is described, so it's easy to improv. The characters are currently level 11, and I set this in Greyhawk, so magic items are much more common than in "standard" 5e.
In setting up the next phase, I am doing the following:
Asking the players what type of high level content they are interested in.
Asking what type of game they want? (using the Matt Colville based sliders of politics (factions), combat, roleplaying (npc interactions) )
Currently, we only have a few factions, about 1/2 the time is spent in combat and the rest is spent interacting with various NPCs. It's a heroic fantasy game, dangerous but most of the time the heroes will win. (we've had one character death so far, and that was more of a sacrificial choice they made)
Asking what the best and worst part of the current campaign were.
I feel I'm missing something important, what am I missing and thanks!
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
I always like to ask what their character wants to accomplish— personal goals for the character beyond beating the BBEG. They don’t always get to, but it’s good to have the idea to work in if possible. It’s good for me for design, and it’s good for the players to help them continue to develop their character.
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Good day everyone,
my group and I have been playing basically every week since lockdown (around 35 sessions or so). We started at level 5, running my modified version of a great adventure called "The Red Hand of Doom". (It's a really well designed adventure). We have almost reached the end of the adventure and I am taking the last plot thread and allowing it to branch so that we can continue with these characters in a higher level campaign of my own design. For reference, RHOD is a sandbox, but in a mid-sized area. The enemy's motivation and abilities are understood, and a lot of setting is described, so it's easy to improv. The characters are currently level 11, and I set this in Greyhawk, so magic items are much more common than in "standard" 5e.
In setting up the next phase, I am doing the following:
I feel I'm missing something important, what am I missing and thanks!
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
I always like to ask what their character wants to accomplish— personal goals for the character beyond beating the BBEG. They don’t always get to, but it’s good to have the idea to work in if possible. It’s good for me for design, and it’s good for the players to help them continue to develop their character.