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General Tabletop Discussion
*TTRPGs General
A Campaign Without a Metaplot?
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<blockquote data-quote="malkav666" data-source="post: 4317359" data-attributes="member: 70565"><p>I tend to develop a good geogrphical region for my campaigns. I let the players do as they please for the most part and kind of hook themselves into adventures based on their character motives.</p><p></p><p>I then play off of them. If through roleplay the exspress a strong interest in a topic I will drum up adventure hooks and themes that I think they would identify with as character. They can choose to take the hook and go for a ride, or get off halfway, or even just go explore the woods if thats thier fancy (I can drum up something interesting in there on the fly if they are serious, and repaint my encounters for a later adventure and get a freebie on my work for that week).</p><p></p><p>I do however use metaplots, I just don't force the characters to participate in them. If there is an evil cult int he woods killing people and the PCs would rather search out the sewers, then the cult may grow in power and threaten the town making it a less fun place to be, and perhaps a rival adventuring party comes in and knocks out the cult, giving the group someone to compete with for popularity.</p><p></p><p>The trick to running a sanbox game as a campaign is for me, is to make all of the characters actions still have signifigance, even if they are roaming and doing as they please. In this fashion you can really set the players in the drivers seat, and if you play your cards right the players will be interested in a lot of the stories you want to tell. If not let them go off as they please and take notes and use thier adventures to further detail your world.</p><p></p><p>love,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 4317359, member: 70565"] I tend to develop a good geogrphical region for my campaigns. I let the players do as they please for the most part and kind of hook themselves into adventures based on their character motives. I then play off of them. If through roleplay the exspress a strong interest in a topic I will drum up adventure hooks and themes that I think they would identify with as character. They can choose to take the hook and go for a ride, or get off halfway, or even just go explore the woods if thats thier fancy (I can drum up something interesting in there on the fly if they are serious, and repaint my encounters for a later adventure and get a freebie on my work for that week). I do however use metaplots, I just don't force the characters to participate in them. If there is an evil cult int he woods killing people and the PCs would rather search out the sewers, then the cult may grow in power and threaten the town making it a less fun place to be, and perhaps a rival adventuring party comes in and knocks out the cult, giving the group someone to compete with for popularity. The trick to running a sanbox game as a campaign is for me, is to make all of the characters actions still have signifigance, even if they are roaming and doing as they please. In this fashion you can really set the players in the drivers seat, and if you play your cards right the players will be interested in a lot of the stories you want to tell. If not let them go off as they please and take notes and use thier adventures to further detail your world. love, malkav [/QUOTE]
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