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How do I run a campaign like this?
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<blockquote data-quote="Randomthoughts" data-source="post: 6048314" data-attributes="member: 6681248"><p>I construct my campaign and design my adventures very similar to Janx. Great stuff.</p><p> </p><p>What I do is send a request to play about a month before the anticipated Game Day. I ask that players respond in 2 weeks. If there are at least 2-3 players, the Game Day is entered into the schedule (we share an electronic calendar system) and players who have committed are expected to show up on Game Day (barring emergencies of course). This gives me about 2 weeks to prepare for the session. By this time, I know the number of players who are committed to attend (and their corresponding PCs). </p><p> </p><p>However, this system really works if players respond by the deadlines. My group is pretty good, but sometimes I don't get a response until a week or so before Game Day. Often though, I make a decision by the deadline, which could result (and has resulted) in no game that month.</p><p> </p><p>Yeah, this is the hardest part of running this type of campaign. But with the system I mentioned above, at least I would have a good idea of who will show up on Game Day, and can plan accordingly. I also tend to over prepare; I haven't had a session yet where we stopped early b/c of not having enough content prepared that day.</p><p> </p><p>It might, but not by much IME. The way I would describe the way I run my campaign is that it's "open ended". It's not a pure sandbox (e.g., you start in a town, now what do you do?); there are plot hooks that PCs choose from or create their own. But I only prepare that "path" (and logical branches from that path) once the PCs have selected it. The path or outcome itself isn't "set"; there have been many times players have deviated from point A to point B. But wasted preparation is kept to a minimum (or is recycled into a future adventure <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />).</p><p> </p><p>All power to you, but I couldn't do this myself given time restraints. Players tend to go in different directions anyway. So, while I try to have some direction of where the story could go, I don't really anticipate that far out, and only prepare a session or so ahead of time.</p><p> </p><p>This all being said, I'm not saying my way is a silver bullet. There's frustration, wasted effort and (sometimes) long dry spells despite my best efforts. So, I'm pretty interested too to see what solutions others have come up with.</p></blockquote><p></p>
[QUOTE="Randomthoughts, post: 6048314, member: 6681248"] I construct my campaign and design my adventures very similar to Janx. Great stuff. What I do is send a request to play about a month before the anticipated Game Day. I ask that players respond in 2 weeks. If there are at least 2-3 players, the Game Day is entered into the schedule (we share an electronic calendar system) and players who have committed are expected to show up on Game Day (barring emergencies of course). This gives me about 2 weeks to prepare for the session. By this time, I know the number of players who are committed to attend (and their corresponding PCs). However, this system really works if players respond by the deadlines. My group is pretty good, but sometimes I don't get a response until a week or so before Game Day. Often though, I make a decision by the deadline, which could result (and has resulted) in no game that month. Yeah, this is the hardest part of running this type of campaign. But with the system I mentioned above, at least I would have a good idea of who will show up on Game Day, and can plan accordingly. I also tend to over prepare; I haven't had a session yet where we stopped early b/c of not having enough content prepared that day. It might, but not by much IME. The way I would describe the way I run my campaign is that it's "open ended". It's not a pure sandbox (e.g., you start in a town, now what do you do?); there are plot hooks that PCs choose from or create their own. But I only prepare that "path" (and logical branches from that path) once the PCs have selected it. The path or outcome itself isn't "set"; there have been many times players have deviated from point A to point B. But wasted preparation is kept to a minimum (or is recycled into a future adventure ;)). All power to you, but I couldn't do this myself given time restraints. Players tend to go in different directions anyway. So, while I try to have some direction of where the story could go, I don't really anticipate that far out, and only prepare a session or so ahead of time. This all being said, I'm not saying my way is a silver bullet. There's frustration, wasted effort and (sometimes) long dry spells despite my best efforts. So, I'm pretty interested too to see what solutions others have come up with. [/QUOTE]
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