Reading Advanced Dungeons & Dragons, Part 42
THE ONGOING CAMPAIGN There's a lot to dig into, in this section, which encompasses only about 2.5 pages of text, but is crammed with information. It begins with a discussion of how to keep excitement in your game when it becomes rote. This is something, I think, most long-term DMs can empathize with. There comes a point where you realize you're recycling ideas and there are only so many city murder mysteries, political intrigue stories, and standard dungeon crawls your characters can handle, and you want to kick it up a notch. The section discusses the delicate balance of keeping the game challenging and dangerous, but not so deadly as to be un-survivable. It notes that there always has to be a balance between gain, loss, and risk, and that in a long campaign there needs to be an overarching story--what in modern terms is called a "big bad." It says that this big bad doesn't have to feature in every game, and indeed probably shouldn't feature until the mid...