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Clues vs Downtime
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<blockquote data-quote="payn" data-source="post: 9322364" data-attributes="member: 90374"><p>I dont really do downtime unless it has some value to the campaign specifically. For example, King Maker by Paizo naturally has downtime as the PCs go home to take care of their lands and such. It's up to the PCs when and how often, but neglecting downtime could lead to strife back home. Otherwise, my campaigns usually skip downtime, or have a reduced fade to black element. I have clues happen naturally as the PCs progress further into the campaign. They can always lean on benefactors, NPCs, taverns, etc.. for the clues they need to move forward.</p><p></p><p>To avoid aimless wandering and "what do we do?" questions, I think its ideal to have a meta-goal. For example,<em> Pirates of Drinax</em> is a sandbox campaign for Traveller where the PCs are tasked with empire building. How they go about it is up to them, but its not something achievable in one or two adventures and something they are always working towards. Helps keep a north star to guide them ever forward as the campaign progresses. The bonus, is I dont think you have to even have a solid path towards the end to start. In your example, the PCs could be a neutral group looking to end the war between the two nations. Adventures will be mysteries and battles of the on going war. The wrap up will be ending the war based on their actions.</p></blockquote><p></p>
[QUOTE="payn, post: 9322364, member: 90374"] I dont really do downtime unless it has some value to the campaign specifically. For example, King Maker by Paizo naturally has downtime as the PCs go home to take care of their lands and such. It's up to the PCs when and how often, but neglecting downtime could lead to strife back home. Otherwise, my campaigns usually skip downtime, or have a reduced fade to black element. I have clues happen naturally as the PCs progress further into the campaign. They can always lean on benefactors, NPCs, taverns, etc.. for the clues they need to move forward. To avoid aimless wandering and "what do we do?" questions, I think its ideal to have a meta-goal. For example,[I] Pirates of Drinax[/I] is a sandbox campaign for Traveller where the PCs are tasked with empire building. How they go about it is up to them, but its not something achievable in one or two adventures and something they are always working towards. Helps keep a north star to guide them ever forward as the campaign progresses. The bonus, is I dont think you have to even have a solid path towards the end to start. In your example, the PCs could be a neutral group looking to end the war between the two nations. Adventures will be mysteries and battles of the on going war. The wrap up will be ending the war based on their actions. [/QUOTE]
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