<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: When Players Kill the Campaign</title>
	<atom:link href="http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/feed/" rel="self" type="application/rss+xml" />
	<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
	<lastBuildDate>Thu, 09 Feb 2012 05:58:40 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Embracing The Total Party Kill — Dungeon&#39;s Master</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-19691</link>
		<dc:creator>Embracing The Total Party Kill — Dungeon&#39;s Master</dc:creator>
		<pubDate>Sat, 19 Jun 2010 16:03:07 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-19691</guid>
		<description>[...] Further, we’re playing a game and we want to keep playing this game in the way we understand and that we find comfortable. Character death, let alone the complete party’s death is not usually a comfortable experience, it also leaves the DM with a shattered campaign to deal with. For more on how the DM can handle the PCs ending the campaign read our article on When Player’s Kill The Campaign. [...]</description>
		<content:encoded><![CDATA[<p>[...] Further, we’re playing a game and we want to keep playing this game in the way we understand and that we find comfortable. Character death, let alone the complete party’s death is not usually a comfortable experience, it also leaves the DM with a shattered campaign to deal with. For more on how the DM can handle the PCs ending the campaign read our article on When Player’s Kill The Campaign. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-17108</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Mon, 17 May 2010 12:57:09 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-17108</guid>
		<description>@granger44
Generally I&#039;d create a scenario just like the one you&#039;ve described. Unfortunately in my specific case the idea of a legacy picked up by others doesn&#039;t fit with my story arc. I&#039;ve instead decided to have the one PC who&#039;s still around recruit help. Along the way the recruits will realize they have stronger motivations than just the reward the experienced PC promised them.

@surfbored
Sorry, I must have misunderstood you comment. A failed rescue attempt is an interesting approach I hadn&#039;t considered. I&#039;m going to put that one in my DM bag of tricks and use it down the road. Thanks.</description>
		<content:encoded><![CDATA[<p>@granger44<br />
Generally I&#8217;d create a scenario just like the one you&#8217;ve described. Unfortunately in my specific case the idea of a legacy picked up by others doesn&#8217;t fit with my story arc. I&#8217;ve instead decided to have the one PC who&#8217;s still around recruit help. Along the way the recruits will realize they have stronger motivations than just the reward the experienced PC promised them.</p>
<p>@surfbored<br />
Sorry, I must have misunderstood you comment. A failed rescue attempt is an interesting approach I hadn&#8217;t considered. I&#8217;m going to put that one in my DM bag of tricks and use it down the road. Thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-05-14</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16935</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-05-14</dc:creator>
		<pubDate>Sat, 15 May 2010 00:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16935</guid>
		<description>[...] When Players Kill the Campaign  In most games I&#8217;ve been it it&#8217;s been a GM goof (or purposeful action) that kills the campaign. However, players can kill a campaign all on their own as well. This usually occurs in sandbox-style games, but can happen in a localized world of playstyle as well. Go see what Ameron has to say about the players derailing the GM&#8217;s carefully laid plans. [...]</description>
		<content:encoded><![CDATA[<p>[...] When Players Kill the Campaign  In most games I&#8217;ve been it it&#8217;s been a GM goof (or purposeful action) that kills the campaign. However, players can kill a campaign all on their own as well. This usually occurs in sandbox-style games, but can happen in a localized world of playstyle as well. Go see what Ameron has to say about the players derailing the GM&#8217;s carefully laid plans. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: surfbored</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16735</link>
		<dc:creator>surfbored</dc:creator>
		<pubDate>Tue, 11 May 2010 19:48:36 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16735</guid>
		<description>Huh...

&quot;@surfbored
I’m not a big fan of family ties as a motivation. “All the original PCs step aside as their younger brothers and cousins step up.” It worked when I was 13, but after 20 years of playing this doesn’t do it for me any more. However, in some circumstances the easiest and more obvious solutions are often the best ones. I’ll give this some thought. Thanks.&quot;

...Is that what I suggested? ;D

I&#039;m not a big fan of the family ties approach either. Having to say, &quot;Hey, ain&#039;t you Krog&#039;s boy/brother/cousin?&quot; over and over would be tedious to be certain.

You need a quick, easy way to replace all the original heroes with new heroes, hence my suggestion of a new party to rescue the old party -- but they &quot;fail&quot; and therefore feel obligated to pick up the torch.

It&#039;s also a good way to pass on crucial props (&quot;the sacred charm that must be returned or the &quot;only existing map of the ruins&quot;) without having to explain how a unique item suddenly has a twin. Just have the new party loot the old party.</description>
		<content:encoded><![CDATA[<p>Huh&#8230;</p>
<p>&#8220;@surfbored<br />
I’m not a big fan of family ties as a motivation. “All the original PCs step aside as their younger brothers and cousins step up.” It worked when I was 13, but after 20 years of playing this doesn’t do it for me any more. However, in some circumstances the easiest and more obvious solutions are often the best ones. I’ll give this some thought. Thanks.&#8221;</p>
<p>&#8230;Is that what I suggested? ;D</p>
<p>I&#8217;m not a big fan of the family ties approach either. Having to say, &#8220;Hey, ain&#8217;t you Krog&#8217;s boy/brother/cousin?&#8221; over and over would be tedious to be certain.</p>
<p>You need a quick, easy way to replace all the original heroes with new heroes, hence my suggestion of a new party to rescue the old party &#8212; but they &#8220;fail&#8221; and therefore feel obligated to pick up the torch.</p>
<p>It&#8217;s also a good way to pass on crucial props (&#8220;the sacred charm that must be returned or the &#8220;only existing map of the ruins&#8221;) without having to explain how a unique item suddenly has a twin. Just have the new party loot the old party.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: granger44</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16716</link>
		<dc:creator>granger44</dc:creator>
		<pubDate>Tue, 11 May 2010 14:00:59 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16716</guid>
		<description>I&#039;ve given some thought to this myself.  I think I&#039;d try to setup something where the new heroes were taking over the legacy of the old characters.   The new characters have heard stories about the old characters and decided to take up the quest those characters left behind as their own.

You could also setup some kinda of old-hero-reincarnated scenario.   I&#039;d even consider (at some critical point) rewarding the characters with a free multi-class feat to their old character&#039;s class to reinforce the feel that this character shares something of the old character.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve given some thought to this myself.  I think I&#8217;d try to setup something where the new heroes were taking over the legacy of the old characters.   The new characters have heard stories about the old characters and decided to take up the quest those characters left behind as their own.</p>
<p>You could also setup some kinda of old-hero-reincarnated scenario.   I&#8217;d even consider (at some critical point) rewarding the characters with a free multi-class feat to their old character&#8217;s class to reinforce the feel that this character shares something of the old character.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16710</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Tue, 11 May 2010 12:32:32 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16710</guid>
		<description>@callin
The new characters and the old characters are very different. There are few similarities between them, including motivations. Part of the original background motivation was that a personal friend was wronged and the original party, through intense loyalty, vowed to clear his name and help him. It gets harder and harder for new PCs to have this same motivation.

The original motivation for the campaign/quest has indeed shifted as the story progressed, but this friend is still at the root of it.

The camping is set in Eberron. But we&#039;ve been playing in Eberron for years so I don&#039;t think it&#039;s just that. The campaign has been full of political intrigue and non-combat interactions. I think that aspect has appealed to the players.

Thanks for your thoughts on this.

@skallawag
1) I rarely tweak the rules themselves. The only modification I make (occasionally) is to add an extra monster or take one away.

2) This is where I need to buckle down. I need to offer more closure more frequently. This is especially important if we only play once a week or even less often.

3) I find that at paragon level most PCs are already decked out with so much swag that more treasure carries little value, at least when I&#039;m a player. But you make a good point. Rewarding all the PCs with something every week is a good way to keep them interested.

Great feedback as always.

@Smerg
The characters from the original adventure were so unique and so different compared to the new characters that any connections would feel stretched or forced -- but it is something I&#039;m looking at.

I&#039;ve already followed your advice about keeping the old characters current. I&#039;ve made it very clear that they can change back to the old PCs if they want to and the old PCs will be level-appropriate.

@begindnd
We had a similar change when the hybrid rules were released. One of the PCs who just got retired went from a Bard to a Swordmage/Bard. It was a better reimagining of his 3.5e character into 4e. 

@Thadeous
I was going to do a slow and phased in approach, but once I realized the players weren&#039;t enjoying themselves I buckled and let two switch one week and two switch the next week. Like taking off a band aid, I thought doing it quickly would be less painful.

@panzerleader
&lt;i&gt;&quot;I am essentially calling all players a bunch of power-hungry appeasers. &quot;&lt;/i&gt;
I see you know my players. :)

We looked at the “kill them all and let The Silver Flame sort them out” approach, but in the end decided not to kill everyone off. This allowed for the possibility of going back to those PCs if they wanted to at a later point.

@surfbored
I&#039;m not a big fan of family ties as a motivation. &quot;All the original PCs step aside as their younger brothers and cousins step up.&quot; It worked when I was 13, but after 20 years of playing this doesn&#039;t do it for me any more. However, in some circumstances the easiest and more obvious solutions are often the best ones. I&#039;ll give this some thought. Thanks.

@Chromed Cat
Honestly, I don&#039;t think there were any story problems. It&#039;s a pretty straight forward treasure hunt/quest set in Eberron. The interesting elements my players seem to really enjoy revolve around the assortments of reoccurring NPC heroes and villains they&#039;ve encounters across the continent. They also seem to enjoy the political intrigue. Of course these things can be reworked fairly easily into a new campaign, which was why I originally suggested just starting anew, at the same level, and still in Eberron. But the PCs want to stick to the quest.

I think the new PCs need to find some kind of motivation that is completely devoid of the precious party&#039;s motivations. They need to get involved with the quest to find the treasure, but for their own reasons. Having one of the original party members still in the group opens doors and provides access to the foundation already created over the past 12 levels.

I really like the idea of messing with the timelines. I&#039;ve been thinking about that since reading your comments and feel that might be the best way to shake things up but keep the story alive.

@Feyrath
I think the players want to make a clean break. And having them in reserve eliminates the likely hood of old PCs in the new PCs body angle (but it is an interesting approach).

@Dungeon Newbie
I think we&#039;re going to have the old PCs become benefactors of the new party. Some of them are indeed Dragonmakred and have powerful connections. Thanks for the suggestions.</description>
		<content:encoded><![CDATA[<p>@callin<br />
The new characters and the old characters are very different. There are few similarities between them, including motivations. Part of the original background motivation was that a personal friend was wronged and the original party, through intense loyalty, vowed to clear his name and help him. It gets harder and harder for new PCs to have this same motivation.</p>
<p>The original motivation for the campaign/quest has indeed shifted as the story progressed, but this friend is still at the root of it.</p>
<p>The camping is set in Eberron. But we&#8217;ve been playing in Eberron for years so I don&#8217;t think it&#8217;s just that. The campaign has been full of political intrigue and non-combat interactions. I think that aspect has appealed to the players.</p>
<p>Thanks for your thoughts on this.</p>
<p>@skallawag<br />
1) I rarely tweak the rules themselves. The only modification I make (occasionally) is to add an extra monster or take one away.</p>
<p>2) This is where I need to buckle down. I need to offer more closure more frequently. This is especially important if we only play once a week or even less often.</p>
<p>3) I find that at paragon level most PCs are already decked out with so much swag that more treasure carries little value, at least when I&#8217;m a player. But you make a good point. Rewarding all the PCs with something every week is a good way to keep them interested.</p>
<p>Great feedback as always.</p>
<p>@Smerg<br />
The characters from the original adventure were so unique and so different compared to the new characters that any connections would feel stretched or forced &#8212; but it is something I&#8217;m looking at.</p>
<p>I&#8217;ve already followed your advice about keeping the old characters current. I&#8217;ve made it very clear that they can change back to the old PCs if they want to and the old PCs will be level-appropriate.</p>
<p>@begindnd<br />
We had a similar change when the hybrid rules were released. One of the PCs who just got retired went from a Bard to a Swordmage/Bard. It was a better reimagining of his 3.5e character into 4e. </p>
<p>@Thadeous<br />
I was going to do a slow and phased in approach, but once I realized the players weren&#8217;t enjoying themselves I buckled and let two switch one week and two switch the next week. Like taking off a band aid, I thought doing it quickly would be less painful.</p>
<p>@panzerleader<br />
<i>&#8220;I am essentially calling all players a bunch of power-hungry appeasers. &#8220;</i><br />
I see you know my players. <img src='http://dungeonsmaster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>We looked at the “kill them all and let The Silver Flame sort them out” approach, but in the end decided not to kill everyone off. This allowed for the possibility of going back to those PCs if they wanted to at a later point.</p>
<p>@surfbored<br />
I&#8217;m not a big fan of family ties as a motivation. &#8220;All the original PCs step aside as their younger brothers and cousins step up.&#8221; It worked when I was 13, but after 20 years of playing this doesn&#8217;t do it for me any more. However, in some circumstances the easiest and more obvious solutions are often the best ones. I&#8217;ll give this some thought. Thanks.</p>
<p>@Chromed Cat<br />
Honestly, I don&#8217;t think there were any story problems. It&#8217;s a pretty straight forward treasure hunt/quest set in Eberron. The interesting elements my players seem to really enjoy revolve around the assortments of reoccurring NPC heroes and villains they&#8217;ve encounters across the continent. They also seem to enjoy the political intrigue. Of course these things can be reworked fairly easily into a new campaign, which was why I originally suggested just starting anew, at the same level, and still in Eberron. But the PCs want to stick to the quest.</p>
<p>I think the new PCs need to find some kind of motivation that is completely devoid of the precious party&#8217;s motivations. They need to get involved with the quest to find the treasure, but for their own reasons. Having one of the original party members still in the group opens doors and provides access to the foundation already created over the past 12 levels.</p>
<p>I really like the idea of messing with the timelines. I&#8217;ve been thinking about that since reading your comments and feel that might be the best way to shake things up but keep the story alive.</p>
<p>@Feyrath<br />
I think the players want to make a clean break. And having them in reserve eliminates the likely hood of old PCs in the new PCs body angle (but it is an interesting approach).</p>
<p>@Dungeon Newbie<br />
I think we&#8217;re going to have the old PCs become benefactors of the new party. Some of them are indeed Dragonmakred and have powerful connections. Thanks for the suggestions.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dungeon Newbie</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16694</link>
		<dc:creator>Dungeon Newbie</dc:creator>
		<pubDate>Tue, 11 May 2010 06:59:22 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16694</guid>
		<description>Have you given any thought to helping the players feel a sense of connection to the new players? What about having the old PCs &quot;die&quot; or get &quot;injured&quot; in a purposely over-difficult encounter? Then the legendary Fighter of Death (who is actually the new guy) jumps in and saves the entire party. With this, you could make the story much more interesting. Also, you could have the old PC retire from the party and become a wealthy merchant who sells Dragonsword+1s to them later on in the adventure(for the correct price, of course). If the old PC had anything special or unique about him, play on it! If he was a Dragonmarked, have him be the lost heir to the rich Dragonmark House of Denver. Or perhaps he was an elf with a special affinity for animals? Send him to a forest and have him live as a hermit, shrouded in seclusion and solitude, offering the services of his tamed beast to adventurers. Keep in mind the behavioral tendencies of that particular PC, however. Don&#039;t make him the leader of the local Paladin Town Watch and a famous Keeper of the Peace if he was a shadowy and crafty Chaotic Evil Rogue who has a very high Bluff skill and uses it often. On the other hand, don&#039;t make the Cleric who everyone depends on for healing and has a Good moral alignment a tyrannic marauding Warlord who has brutally taken over a village by force and is stealing from the local townsfolk in order to fund his gruesome experiments in troll mutation. Happy Gaming! 
-Dungeon Newbie

Visit my blog at:www.dungeonnewbie.blogspot.com</description>
		<content:encoded><![CDATA[<p>Have you given any thought to helping the players feel a sense of connection to the new players? What about having the old PCs &#8220;die&#8221; or get &#8220;injured&#8221; in a purposely over-difficult encounter? Then the legendary Fighter of Death (who is actually the new guy) jumps in and saves the entire party. With this, you could make the story much more interesting. Also, you could have the old PC retire from the party and become a wealthy merchant who sells Dragonsword+1s to them later on in the adventure(for the correct price, of course). If the old PC had anything special or unique about him, play on it! If he was a Dragonmarked, have him be the lost heir to the rich Dragonmark House of Denver. Or perhaps he was an elf with a special affinity for animals? Send him to a forest and have him live as a hermit, shrouded in seclusion and solitude, offering the services of his tamed beast to adventurers. Keep in mind the behavioral tendencies of that particular PC, however. Don&#8217;t make him the leader of the local Paladin Town Watch and a famous Keeper of the Peace if he was a shadowy and crafty Chaotic Evil Rogue who has a very high Bluff skill and uses it often. On the other hand, don&#8217;t make the Cleric who everyone depends on for healing and has a Good moral alignment a tyrannic marauding Warlord who has brutally taken over a village by force and is stealing from the local townsfolk in order to fund his gruesome experiments in troll mutation. Happy Gaming!<br />
-Dungeon Newbie</p>
<p>Visit my blog at:www.dungeonnewbie.blogspot.com</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Feyrath</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16688</link>
		<dc:creator>Feyrath</dc:creator>
		<pubDate>Tue, 11 May 2010 04:31:24 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16688</guid>
		<description>Oh and one more point.  Enumerate the specifics of your campaign, and assign a level of difficulty it&#039;d be to rework it.  For example, if someone has to be a worshiper of Moradin, and that&#039;s a key critical point upon which your entire paragon tier campaign is based, then it&#039;s key.  Write them down, and really think about them.  Take the most important, key ones, and present them to the players and say &quot;Look, I&#039;m fine with you retooling your characters, but I&#039;m in a bind.  I need someone to be a worshiper of Moradin.  And I need someone to be a female halfling with flaming red hair.&quot;  and so on and so forth.  Obviously keep the list as short as possible, but put on it everything you need to keep from having to throw away all your work.  And let them know that&#039;s the consequences.  I would think that your players would try to work with you on this.</description>
		<content:encoded><![CDATA[<p>Oh and one more point.  Enumerate the specifics of your campaign, and assign a level of difficulty it&#8217;d be to rework it.  For example, if someone has to be a worshiper of Moradin, and that&#8217;s a key critical point upon which your entire paragon tier campaign is based, then it&#8217;s key.  Write them down, and really think about them.  Take the most important, key ones, and present them to the players and say &#8220;Look, I&#8217;m fine with you retooling your characters, but I&#8217;m in a bind.  I need someone to be a worshiper of Moradin.  And I need someone to be a female halfling with flaming red hair.&#8221;  and so on and so forth.  Obviously keep the list as short as possible, but put on it everything you need to keep from having to throw away all your work.  And let them know that&#8217;s the consequences.  I would think that your players would try to work with you on this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Feyrath</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16687</link>
		<dc:creator>Feyrath</dc:creator>
		<pubDate>Tue, 11 May 2010 04:22:55 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16687</guid>
		<description>I had an idea that perhaps might fit your problem.  Perhaps these can still be the OLD characters, but in NEW bodies.  Why they were thrown into these new bodies can be a mystery for the Epic tier.  Some Jarring event transforms over half the party into different bodies, with different abilities, but with their personalities intact.  Why not everyone?  Who were they before, or did they even exist before?  Why&#039;d it happen?  Have &quot;someone else&#039;s&quot; memories show up.  Have NPCs recognize them.  They have specific items that perhaps suggest who these bodies really belong to.  Have them unlock or learn their new abilities step by step (for example, tell them they can do this but you get to choose their Daily and 1 encounter powers, and they&#039;ll be revealed to them over time.  And you get to pick their new magic items).</description>
		<content:encoded><![CDATA[<p>I had an idea that perhaps might fit your problem.  Perhaps these can still be the OLD characters, but in NEW bodies.  Why they were thrown into these new bodies can be a mystery for the Epic tier.  Some Jarring event transforms over half the party into different bodies, with different abilities, but with their personalities intact.  Why not everyone?  Who were they before, or did they even exist before?  Why&#8217;d it happen?  Have &#8220;someone else&#8217;s&#8221; memories show up.  Have NPCs recognize them.  They have specific items that perhaps suggest who these bodies really belong to.  Have them unlock or learn their new abilities step by step (for example, tell them they can do this but you get to choose their Daily and 1 encounter powers, and they&#8217;ll be revealed to them over time.  And you get to pick their new magic items).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chromed Cat</title>
		<link>http://dungeonsmaster.com/2010/05/when-players-kill-the-campaign/comment-page-1/#comment-16682</link>
		<dc:creator>Chromed Cat</dc:creator>
		<pubDate>Tue, 11 May 2010 00:32:49 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4643#comment-16682</guid>
		<description>A bit of a shame you couldn&#039;t have been a bit more specific with the STORY problems, because it seems you have a great resource going by the posts of your readers.  Saying that i think i&#039;ll being echoing the sentiments already post before me.

With out those STORY specifics, it seems you will need the direction of the previous PCs to have some impact on the current PCs.  Something that the players can buy into.  Unfortunatly this campaign will not benefit from the &#039;Yes&quot; rule, the players will have to conceed to some restrictions on choosing their background.  Or else the campaign looks scrapped, bar being in the same setting.

Perhaps mess with the timeline enough to have the current PCs being the disciples/inheritors of the past PCs motivations.  Using such hooks as; new PCs are members of a faction started by the previous PCs or an opening &#039;encounter&#039; reinvesting the animosities or ties experienced by the previous PC&#039;s.  Or taking a leaf from Wimwicks book.  To which i&#039;m refering to his article; Hey, Isn’t That My Character: Using Retired PCs As NPCs.

What ever the hook, it seems there needs to be some kind of legacy from the previous PCs.  The players don&#039;t need to be painted into a corner, but they will be required to come to the party, so to speak.</description>
		<content:encoded><![CDATA[<p>A bit of a shame you couldn&#8217;t have been a bit more specific with the STORY problems, because it seems you have a great resource going by the posts of your readers.  Saying that i think i&#8217;ll being echoing the sentiments already post before me.</p>
<p>With out those STORY specifics, it seems you will need the direction of the previous PCs to have some impact on the current PCs.  Something that the players can buy into.  Unfortunatly this campaign will not benefit from the &#8216;Yes&#8221; rule, the players will have to conceed to some restrictions on choosing their background.  Or else the campaign looks scrapped, bar being in the same setting.</p>
<p>Perhaps mess with the timeline enough to have the current PCs being the disciples/inheritors of the past PCs motivations.  Using such hooks as; new PCs are members of a faction started by the previous PCs or an opening &#8216;encounter&#8217; reinvesting the animosities or ties experienced by the previous PC&#8217;s.  Or taking a leaf from Wimwicks book.  To which i&#8217;m refering to his article; Hey, Isn’t That My Character: Using Retired PCs As NPCs.</p>
<p>What ever the hook, it seems there needs to be some kind of legacy from the previous PCs.  The players don&#8217;t need to be painted into a corner, but they will be required to come to the party, so to speak.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

