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Vexar
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Adventures and Campaigns
Seeing that this can be played with or without a gm, all the points I will make will be made assuming that there is no GM. For those of you that want to GM, assume that the roles and points I make are your responsibility to keep track of. After all, a game master is the adjudicator, world, and ruler of the games they run. If you have not browsed through the encounter and rewards section yet, that is fine! Just make sure to do so after reading this, and before you intend to start up a group to game with. A few things to remember before we encounter is, you should remember that adventures are short and can be played in a small amount of time; campaigns are meant to be played over long periods of time with a few sessions.

When deciding on an whether or not to run a adventure or campaign, see how much time you all have to play. If it's only about two hours, maybe you should stick to adventures. Creating campaigns takes time, as you need to create more information. Adventures need only a little information to start, if you have someone keeping track of that information, then you can build a campaign world as you go along from adventure to adventure. This will take one small adventure and eventually turn it into a fleshed out campaign.

In the Encounters and Rewards section it was mentioned that you should only gain one level per adventure. It's perfectly fine to gain more than that, as two typical encounters would gain you a full level. Typically adventures need three encounters. Perhaps you should break things down into two easy encounters, and one typical encounter. Or have a lot of role playing, then a difficult encounter. Break it up how you wish. If you do things in threes, it's a little easier to have a beginning encounter, middle, and ending.

Once you find a group of players, have everyone come up with a basic setting and story. This will help you come up with a goal for your adventure, or more than one for a campaign. The key to a great role play is that all the players are immersed and engaged. You don't need a ton of information and description for your game. You just need to come up with the very basics. After that you can role play the details out. You are a team with the rest of the players, as a team you need to decide on who gets what roles.

Someone needs to take over keeping track of information, from places and things, to rewards and encounters. It's best to have two people doing this. Put one in charge of places and things, and the other in charge of rewards and encounters. Other players need to worry about things like goals and story. Those players need to keep track of the journey as events unfold. This way everyone is part of the game, and part of the story; everyone gets a specific and extremely important role. Make sure that everyone has a copy of the information as well, should a player not be able to make it. (Google Docs is one of the best ways to do that without having to rewrite or copy paste/reprint stuff.)

The most important part of all of this is that you need to come up with the content as you go. Start everything off with your ideas, everyone vote on what they like best; or choose a storyteller. I typically prefer to jot down some ideas and go from there. If I have an idea about jungles, kingdoms, and wars. I might go with a tribal nation at war with a 'civilized' nation. Perhaps the tribal nation might have a weapon that needs destroyed or disarmed. This would be the basis for my first adventure.

Out of that, I would get with my encounter person. We would make a few monsters and NPCs, out of that we'd make 3 encounters. From there we will play, filling in the blanks and description through role playing. This is an excellent way of role playing as well because all of the content will be fresh and new; rather than just typing it up from notes or copy and pasting (Or reading it off of paper.)
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