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<blockquote data-quote="Reynard" data-source="post: 801493" data-attributes="member: 467"><p>I have been running a campaign for a few years now that involves a very heavy dose of player involvement in lots of areas. The biggest thing is making sure that you and your players communicate effectively. If you know the players and their PCs, you can be pretty sure that you know where they are going with things. And then you can throw a wrench in.</p><p></p><p>I usually go with the tact of allowing their plans to move forward as, er, planned until things get boring. Suddenly, the Ministry of Magic has a power shift and your Alchemical Research Facility loses its funding. Let the adventures begin. Or, if the PCs are carving out a nation or uplifting themselves to godhood, you put non hittable obbjects in their way (you put the hittable things in front of the solution to the nonhittable things).</p><p></p><p>Also, don't underestimate the power of email. Even if you get together weekly, political stuff doesn't necessarily make for good table time. Deal with the Guild building and political maneuvering via a yahoo group or some such, and let the table cover the segments of those events that require direct, physical action. If like me you only get together every once in a while, make the sessions the pinnacle of various plotlines running through the non-table stuff: the new Minister of magic is really a doppleganger, etc...</p><p></p><p>PC instigated worl building is lots of fun, and it takes some weight off your shoulders. It should be encouraged.</p></blockquote><p></p>
[QUOTE="Reynard, post: 801493, member: 467"] I have been running a campaign for a few years now that involves a very heavy dose of player involvement in lots of areas. The biggest thing is making sure that you and your players communicate effectively. If you know the players and their PCs, you can be pretty sure that you know where they are going with things. And then you can throw a wrench in. I usually go with the tact of allowing their plans to move forward as, er, planned until things get boring. Suddenly, the Ministry of Magic has a power shift and your Alchemical Research Facility loses its funding. Let the adventures begin. Or, if the PCs are carving out a nation or uplifting themselves to godhood, you put non hittable obbjects in their way (you put the hittable things in front of the solution to the nonhittable things). Also, don't underestimate the power of email. Even if you get together weekly, political stuff doesn't necessarily make for good table time. Deal with the Guild building and political maneuvering via a yahoo group or some such, and let the table cover the segments of those events that require direct, physical action. If like me you only get together every once in a while, make the sessions the pinnacle of various plotlines running through the non-table stuff: the new Minister of magic is really a doppleganger, etc... PC instigated worl building is lots of fun, and it takes some weight off your shoulders. It should be encouraged. [/QUOTE]
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