I have struggled, and I know I am not alone in this, to maintain the movement of factions in my home campaign. When one plays biweekly, one is focused first on what the players will or could encounter at the table. I tend to prefer building campaigns that way, rushing a bit ahead of my players to hang drywall and slap up paint, creating a strange metallurgist intrigued by hypnotic space metals, what have you. But where this method (or lack of a real method) falls down is managing the various machinations happening "off screen". In my current campaign "Postcards from the Edge" which is based vaguely on Spelljammer 2e, there are four main factions which I have developed with my players during pre-session 0 world and character creation. I also have an intentionally deeply malevolent and authoritarian mindflayer faction, the Dominator Creed, or as they self style, "The Planar Voyagers". As we are now a year into this campaign, I have found that it's diff
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