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<blockquote data-quote="Whisper72" data-source="post: 4434970" data-attributes="member: 17339"><p>Well, I don't really run published adventures. I buy plenty of them, but 'mine' them for ideas only. The actual adventures the players will be running through have little resemblance to any published adventures.</p><p></p><p>Also, I tend to run 'sandbox' style campaigns, so I like to have tons of ready made locations, maps and ideas on hand. In the end, most of the stuff I run is based om some general ideas I have of where the overall campaign is going, where the adventure in particular is going, a lot of 'ready made' basic plots, bad guys, organizations, machinations, locations and legends etc. and then add a ton of fly by the seams of your pants figuring stuff out as play goes along. I do a lot of reacting to what the PC's do, making them the driving force of the 'story'.</p><p></p><p>The upswing is that there is never a railroad, the PC's have tons of influence on where the game is going through their actions, as their actions form input for my own though processes for how to proceed. The downswing is that there is rarely one big end-all be-all bad guy and sometimes the figuring stuff out as you go along means that planning far ahead is difficult for the PC's as well as myself (although it never stops them from doing so....).</p></blockquote><p></p>
[QUOTE="Whisper72, post: 4434970, member: 17339"] Well, I don't really run published adventures. I buy plenty of them, but 'mine' them for ideas only. The actual adventures the players will be running through have little resemblance to any published adventures. Also, I tend to run 'sandbox' style campaigns, so I like to have tons of ready made locations, maps and ideas on hand. In the end, most of the stuff I run is based om some general ideas I have of where the overall campaign is going, where the adventure in particular is going, a lot of 'ready made' basic plots, bad guys, organizations, machinations, locations and legends etc. and then add a ton of fly by the seams of your pants figuring stuff out as play goes along. I do a lot of reacting to what the PC's do, making them the driving force of the 'story'. The upswing is that there is never a railroad, the PC's have tons of influence on where the game is going through their actions, as their actions form input for my own though processes for how to proceed. The downswing is that there is rarely one big end-all be-all bad guy and sometimes the figuring stuff out as you go along means that planning far ahead is difficult for the PC's as well as myself (although it never stops them from doing so....). [/QUOTE]
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