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better gaming through chemistry
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<blockquote data-quote="Uller" data-source="post: 2695784" data-attributes="member: 413"><p>As a DM, I don't really bother too much with "plot". </p><p></p><p>My campaigns go like this:</p><p></p><p>1) Present the PCs with 2 or more "hooks" for adventures.</p><p>2) Players choose hook or tell me they want to do something else</p><p>3) I build an adventure around the hook(s) they choose to follow</p><p>4) The adventure concludes. Based on the results of the adventure, the actions of NPCs and whatever else, some hooks are removed and some new ones are added.\</p><p>5) repeat at step 2.</p><p></p><p>This way, the story or plot or whatever you want to call it developes more out of the players' and NPCs' actions than out of some story-line of my making. </p><p></p><p>As a player, I can't stand it when the DM has some over-arching plot and tries to paint me and the other players into it.</p></blockquote><p></p>
[QUOTE="Uller, post: 2695784, member: 413"] As a DM, I don't really bother too much with "plot". My campaigns go like this: 1) Present the PCs with 2 or more "hooks" for adventures. 2) Players choose hook or tell me they want to do something else 3) I build an adventure around the hook(s) they choose to follow 4) The adventure concludes. Based on the results of the adventure, the actions of NPCs and whatever else, some hooks are removed and some new ones are added.\ 5) repeat at step 2. This way, the story or plot or whatever you want to call it developes more out of the players' and NPCs' actions than out of some story-line of my making. As a player, I can't stand it when the DM has some over-arching plot and tries to paint me and the other players into it. [/QUOTE]
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