but instead of just giving it to them (or dropping them with monster loot), I'll put them in dungeons around the world, and make them earn it.ĥ. I may do the same thing and ask the players what kind of items they would want their characters to have. 4th edition had a concept of a magic item wish list. These may or may not be tied to character motivations, but will have items that any self respecting D&D player would want their characters to possess. I'm going to create a bunch of locations that are just known to have interesting / legendary treasures. If a player is a monster hunter or something, I'll put some 'apex' monster lairs in.Ĥ. If a player wants their character to be motivated by learning lore, then I'll put a lost ruin of a library or a rumor of a great oracle. I'm going to use those motivations and try to seed the campaign with locations that appeal to them. During or after character creation, I'm going to try to solicit some kind of motivations / goals from the players about their characters.ģ. Get player buy in that it won't be a 'save the so-and-so' campaign.Ģ. The first step is to be clear to your potential players with your game style. Session 0 / Expectations management: explain the nature of the campaign as based primarily on exploration and treasure hunting. I'm working on a campaign with this style play in mind.ġ.
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