Homebrew rules to make longer campaigns more engaging?
Just as title says. My players have seemingly been enjoying our year long campaign, but I find that things often boil to running away from everything and risks aren’t taken as often. Don’t get me wrong, if it feels in character then they love to contribute to a cool story, but generally speaking things feel repetitive often. I also want to give them a little more control or just something exciting to work for. Outside of the rare chance to up a stat on shore leave. Anything you guys have come up with or can recommend that may spice things up?
I was thinking of adding some kind of luck-token system but outside of that I’m not too sure! We’ve also been playing with the Ultimate Badass rule set.