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Getting players is a major part to running a good campaign. It’s good to get people you know and that want to play. The players also have to understand the rules to the game. If you get people who you think will cause trouble or not really play the game then doesn’t let them play. Find people you know will try or you may not be able to have a good campaign. |
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To run a campaign you need a world with towns, castles, moutons, and every thing you would find in a medieval world. In creating a world you have to create a culture of the people in the world. What wars have been fought what is going on in the world now. Creating a world that seems realistic to the adventures helps to a good campaign.
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Quests for adventurers make them heroes get rewards for helping or saving people. Players can also be evil if that’s what they want. Also a quest gets adventures in battles. Although if adventurers don’t want to go help a person or whatever quest it is then don’t have to. |
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Side-quests are more towards one person and not the whole group. These focus on something in there life that happened. For instance maybe he’s a prince of a 1,000 year lost kingdom. You could make a side-quest to discover this and bring back the kingdom. Side- quests can also get them an item or directions to a guild or secret hideout. Side-quests are not right for all campaigns though. |
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Castles, cities, and towns are important for a society in your campaign. The difference will be between which guards, armies, duke kings or queens have. If you’re in a town you’re not going to be able to buy an item worth 10,000 gp. A castle with a King Queen or duke will have more wealth and might be able to get it there. |
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Traps are something that adventures will look for and have to be ready for. When there in a dungeon hidden keep or fortress traps can be set anywhere. Traps will give them challenges and rouge will have to find them and disable them. Traps will get players hearts racing at the fact it could kill them. |
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