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<blockquote data-quote="Verdande" data-source="post: 5292890" data-attributes="member: 69093"><p>Hey, me too! I don't plan much of anything, but you should really consider at least the basics, if nothing more than a scrap on a piece of paper or mental notes. A lot of things are basically binary, especially when the climax of the campaign is "Either you win or you don't."</p><p></p><p>For example, if your players fail to eradicate the goblins, and they were really the only hope, then the town is burnt to the ground. If not, they continue.</p><p></p><p>People act like there's only two kinds of DMs: those who try and pre-plan everything and those who wing it all on the seat of their pants. I lean strongly towards part two, but I've done my homework- the campaign world itself at least makes minimal sense in my head, I've got a vague idea of where they're going and what sort of stuff lies in that corner of the world, and I've got a Quiklist (tm) of setting-appropriate character names and some sample quirks/traits. Everything else, which is almost everything, comes out in gameplay, and in the back and forth between me and my players.</p><p></p><p>Personally, I've never had a situation where the players were the only thing standing in between oblivion and the entire world- my tastes run more to pulp, low-fantasy fare than the "epic save the world" stuff. But the principles still apply. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Verdande, post: 5292890, member: 69093"] Hey, me too! I don't plan much of anything, but you should really consider at least the basics, if nothing more than a scrap on a piece of paper or mental notes. A lot of things are basically binary, especially when the climax of the campaign is "Either you win or you don't." For example, if your players fail to eradicate the goblins, and they were really the only hope, then the town is burnt to the ground. If not, they continue. People act like there's only two kinds of DMs: those who try and pre-plan everything and those who wing it all on the seat of their pants. I lean strongly towards part two, but I've done my homework- the campaign world itself at least makes minimal sense in my head, I've got a vague idea of where they're going and what sort of stuff lies in that corner of the world, and I've got a Quiklist (tm) of setting-appropriate character names and some sample quirks/traits. Everything else, which is almost everything, comes out in gameplay, and in the back and forth between me and my players. Personally, I've never had a situation where the players were the only thing standing in between oblivion and the entire world- my tastes run more to pulp, low-fantasy fare than the "epic save the world" stuff. But the principles still apply. :) [/QUOTE]
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