The best campaigns contain
1- a backdrop story or theme, pre imagined by the dm
2- choices by the players, that change, interact with, or diverge from the story
3- sidequests like banshees in the woods, kidnappings, maidens asking for help that the players can choose to go on, or not
4- stories that are made by the players, that DMs nurture, and allow to blossom, with of course sometimes unexpected outcomes
5- random events, that no one expected but players have fun dealing with (often generate by tables, or whim).
I usually put the words IMHO at the end of my posts... but I feel strongly about this, so I will say if you dont have a little bit of each of the elements above, you're probably doing it wrong.
1- a backdrop story or theme, pre imagined by the dm
2- choices by the players, that change, interact with, or diverge from the story
3- sidequests like banshees in the woods, kidnappings, maidens asking for help that the players can choose to go on, or not
4- stories that are made by the players, that DMs nurture, and allow to blossom, with of course sometimes unexpected outcomes
5- random events, that no one expected but players have fun dealing with (often generate by tables, or whim).
I usually put the words IMHO at the end of my posts... but I feel strongly about this, so I will say if you dont have a little bit of each of the elements above, you're probably doing it wrong.