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Old 08-14-2011, 09:52 PM   #7
doulos05
 
Join Date: Sep 2006
Location: Seoul, Korea
Default Re: The importance of an over all goal/climax to a campaign?...

You'll be surprised how far you can get on the Pokemon effect. Besides, if they like "dump skills", just giving them a few opportunities to use those will keep them engaged. I ran a GURPS:Travellers game in which less than half the adventures actively advanced plots that I had created. The rest were all either the players getting into trouble on their own or me taking plot hooks my players had (inadvertently) given me and developing them into adventures. "Oh, your player is a druggie? Here, let's have an adventure where he gets high and gets kidnapped by someone."

That little "Where's Vinny" adventure, when combined with a few small implants installed without his knowledge while he was taken, eventually evolved into the meta-plot of the campaign.
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