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<blockquote data-quote="ForceUser" data-source="post: 317815" data-attributes="member: 2785"><p>I've learned a lot about good DMing since 3E arrived. My previous campaign was a story-driven, pigeon-holed nightmare. Despite that, it was tremendous fun. It was a very focused campaign, and because of the way I set it up the players - in character - denied themselves prestige classes, magic items, and downtime. God bless 'em, they were troopers. That particular campaign world evolved outward from the PCs 1st-level point of origin, and as such did not develop optimally for my tastes. Still, it had a lot of character and conflict and the players loved it. The overarching meta-plot was too narrow-minded, lending itself to a movie-like singular quest with no room for deviation. Still, it was a great campaign and I learned a lot from it.</p><p></p><p>I am applying that knowledge in my current OA campaign (shameless Story hour plug, by the way). Admittedly, I swiped medieval Vietnam part and parcel as a setting; OA is daunting enough without inventing an entire Asian-esque campaign world from the ground up. This works out great for me since there's a ton of web resources on ancient southeast Asia to draw inspiration from. Instead of one meta-plot, I have half a dozen, which as the campaign develops the players can choose to delve into or disregard at their leisure. Currently the group functions as a sort of imperial task force, but that was merely a plot device to bring the players together and could change as the campaign progressess. All in all I think it's actually easier running an open campaign because I don't have to keep inventing reasons why the PC group should do this or that - they can do whatever they bloody well please. All I have to know as DM is who lives where, who's doing what, and what's happening in which region. It's great, I can't wait for the PCs to develop bonds with my new world.</p></blockquote><p></p>
[QUOTE="ForceUser, post: 317815, member: 2785"] I've learned a lot about good DMing since 3E arrived. My previous campaign was a story-driven, pigeon-holed nightmare. Despite that, it was tremendous fun. It was a very focused campaign, and because of the way I set it up the players - in character - denied themselves prestige classes, magic items, and downtime. God bless 'em, they were troopers. That particular campaign world evolved outward from the PCs 1st-level point of origin, and as such did not develop optimally for my tastes. Still, it had a lot of character and conflict and the players loved it. The overarching meta-plot was too narrow-minded, lending itself to a movie-like singular quest with no room for deviation. Still, it was a great campaign and I learned a lot from it. I am applying that knowledge in my current OA campaign (shameless Story hour plug, by the way). Admittedly, I swiped medieval Vietnam part and parcel as a setting; OA is daunting enough without inventing an entire Asian-esque campaign world from the ground up. This works out great for me since there's a ton of web resources on ancient southeast Asia to draw inspiration from. Instead of one meta-plot, I have half a dozen, which as the campaign develops the players can choose to delve into or disregard at their leisure. Currently the group functions as a sort of imperial task force, but that was merely a plot device to bring the players together and could change as the campaign progressess. All in all I think it's actually easier running an open campaign because I don't have to keep inventing reasons why the PC group should do this or that - they can do whatever they bloody well please. All I have to know as DM is who lives where, who's doing what, and what's happening in which region. It's great, I can't wait for the PCs to develop bonds with my new world. [/QUOTE]
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