Storytelling in Pathfinder 2e #36: Four Basic Narrative Threads [Campaign Structure - Part 2]

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Hello Travelers & Tourists!

Welcome back to Storytelling in Pathfinder 2e - a series where we examine the tips, tricks, & advice that Paizo offers game masters! This series is intended for storytellers of all skill levels, & even if Pathfinder 2e isn't your preferred game, you may discover interesting tips & tricks for your favorite game!

In this video, we will be continuing our discussion of Campaign Structure by discussing "Four Basic Narrative Threads" that a GM can use to tie together the various story arcs in their games. For each Narrative Thread, we will discuss the advantages, disadvantages, & some tips to help those sorts of stories.

Here are some time stamps to help you navigate the video:

00:00 - Teaser
00:28 - Title Screen
01:11 - Introduction
06:11 - Villains
11:45 - Player Goals
15:15 - Changing the World
20:51 - Formal Campaign Themes
25:44 - Closing Thoughts

Here's a link to some of the Gamemastery Guide content on Archives of Nethys:

As always, please leave your thoughts, observations, & feedback in the comments section below! I appreciate everyone who joins in the conversation!

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Have a wonderful day!

Mark - Local Disaster Tour Guide

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Sandy Peterson games has a book on Cthulhu mythos for P2E. Just in case you want to go all Cthulhu again.

nigelgarrett
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This is my favorite video of yours so far. I recently started a long-term campaign in which I am actively using two main villains, player goals, and changing the world, though I never really thought of what I was doing systematically. I do communicate with my group before a campaign starts, first by giving a very brief overview of what I have in mind and asking the group whether they'd be interested. If they are interested, I ask them to come up with characters and, if possible, some kind of backstory, though as I believe you mentioned elsewhere in another video, players to vary in terms of how much effort they're willing to invest in a backstory. Typically, if they do provide a backstory, they will try to give their character some sort of motivation regarding what the players anticipate will happen, based on what I've told them about the campaign. Anything they give me, I try to use. I have been GMing for a long time, but only recently came to see the value of having the PCs' actions change the world. We alternate GMing in my group, and one of the other GMs does a great job of having the events of one campaign affect the world for the next one, so I have begun doing the same. While I have been doing some of these things, I appreciate your insights on HOW to use them, the advantages and disadvantages of each, and how PCs react. Keep up the good work, and thanks for continuing to put out content even though you have been ill.

paulwright
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BBEG dies prematurely - drat it.
But what happened to the body? Does he have a minion who could bring them back as undead?
Or is there a lieutenant that can continue the nefarious plans, perhaps in a different way?
Or even a lieutenant who wants to get even - see Sherlock Holmes after Moriarty's death?
I think the key is not just the BBEG, but what they are doing.

nigelgarrett
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At the risk of monopolising the comments section, another narrative thread would be location.
The players could be pirates operating out of some sleazy lawless port. While action will take place at sea, the party returns to port for resupply, repairs - and interactions with the port's inhabitants. These interactions could easily dominate the campaign.
Finally, the players decide that life at sea is too risky. How about becoming the bosses of that

nigelgarrett