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A Question Of Agency?
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<blockquote data-quote="Radaceus" data-source="post: 8147064" data-attributes="member: 6796086"><p>I think the prep-work all depends on whether your running a published module/adventure path, or running a homebrew campaign, the latter taking a little more prep work to get going, but the homebrewed world evolves and parties come and go, time marches on, the world grows and the prep-work lessens.</p><p></p><p>I find that I improv/ad lib most of my sessions. The players never follow according to plan(s); less so after 30 odd years (almost 40 years!? yikes!!). I keep cliff notes, a story board bullet pointed, random tables (encounters, plot hooks, items, etc), draw up or grift a few maps, mark a few X's on them, and proceed. This is even the case with published modules, because either the PCs have played them, read them, Dm'd them, or a combination of the above. ( i.e. I ran Storm king's thunder in conjunction with Tyranny, and threw curve balls at them continuously as the Cultists caused as much trouble as the Giants, culminating in a new Draco-Giant war...endgame overload!)</p><p></p><p>I might spend a few days before or after session 0 scoping a rough idea of their journey to end goal, but after that its pretty much all off the cuff, especially encounters.</p><p></p><p>EDIT:</p><p>I failed to comment on player agency.</p><p>In my campaigns, the players decisions decide the progression events, and work their goals into the story, and use their backgrounds as much as possible to help solidify their purpose int he campaign</p></blockquote><p></p>
[QUOTE="Radaceus, post: 8147064, member: 6796086"] I think the prep-work all depends on whether your running a published module/adventure path, or running a homebrew campaign, the latter taking a little more prep work to get going, but the homebrewed world evolves and parties come and go, time marches on, the world grows and the prep-work lessens. I find that I improv/ad lib most of my sessions. The players never follow according to plan(s); less so after 30 odd years (almost 40 years!? yikes!!). I keep cliff notes, a story board bullet pointed, random tables (encounters, plot hooks, items, etc), draw up or grift a few maps, mark a few X's on them, and proceed. This is even the case with published modules, because either the PCs have played them, read them, Dm'd them, or a combination of the above. ( i.e. I ran Storm king's thunder in conjunction with Tyranny, and threw curve balls at them continuously as the Cultists caused as much trouble as the Giants, culminating in a new Draco-Giant war...endgame overload!) I might spend a few days before or after session 0 scoping a rough idea of their journey to end goal, but after that its pretty much all off the cuff, especially encounters. EDIT: I failed to comment on player agency. In my campaigns, the players decisions decide the progression events, and work their goals into the story, and use their backgrounds as much as possible to help solidify their purpose int he campaign [/QUOTE]
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