Zardnaar
Legend
Generally i woukd regard may DM style as beer and pretzels ad hoc sandbox.
By that it's more casual and I do a light sandbox. Players have a lot of agency. It's not unlimited though.
DM has to have fun as well. I always consult the players on the sand box they want to play in however. Currently it's Baldurs Gate.
They don't have complete freedom though. Hypothetically (it's never been an issue) if they choose Baldurs Gate (or whatever) sandbox and then decided they wanted to go to chult I'll probably end the campaign in short order. Mostly because I tend to it about 10-20hours into developing a new campaign. Waste my tine like that it's pointless to continue.
Campaigns generally go about a year a short one is 6 months or so. Eventually DM (me) gets bored or I can't be bothered dealing with high level abilities (my cap is usually 10-12).
Short campaigns usually the sandbox isn't working out as intended or group dynamics off. For example players picked Norse once but I couldn't really make it work to my satisfaction and player vibes I wrapped it up at level 7.
I design mostly from session to session/level. I'll write up notes and design next session based on players actions. They have a lot of agency within the sandbox. It's a lot less railroaded than any published WotC adventure.
Usually good world building I'm good at that. I rarely have a defined BBEG though like Strahd. Designing session to session it's more of a villain of the week (level). Current campaign for example I've been building up the dead 3 since level 4. Level 9 they'll face an avatar of Myrkul.
Ad Hoc is used to fill in the gaps or if they do something unexpected. An entire session my be ad hoc sometimes. Random npc name generators behind the screen can be useful. Take notes type it up later. 100% ad Hoc not a fan and in my experience those games tend to collapse anyway.
That's how I do it anyway. What are your thoughts? How do you do it or what do you want?
By that it's more casual and I do a light sandbox. Players have a lot of agency. It's not unlimited though.
DM has to have fun as well. I always consult the players on the sand box they want to play in however. Currently it's Baldurs Gate.
They don't have complete freedom though. Hypothetically (it's never been an issue) if they choose Baldurs Gate (or whatever) sandbox and then decided they wanted to go to chult I'll probably end the campaign in short order. Mostly because I tend to it about 10-20hours into developing a new campaign. Waste my tine like that it's pointless to continue.
Campaigns generally go about a year a short one is 6 months or so. Eventually DM (me) gets bored or I can't be bothered dealing with high level abilities (my cap is usually 10-12).
Short campaigns usually the sandbox isn't working out as intended or group dynamics off. For example players picked Norse once but I couldn't really make it work to my satisfaction and player vibes I wrapped it up at level 7.
I design mostly from session to session/level. I'll write up notes and design next session based on players actions. They have a lot of agency within the sandbox. It's a lot less railroaded than any published WotC adventure.
Usually good world building I'm good at that. I rarely have a defined BBEG though like Strahd. Designing session to session it's more of a villain of the week (level). Current campaign for example I've been building up the dead 3 since level 4. Level 9 they'll face an avatar of Myrkul.
Ad Hoc is used to fill in the gaps or if they do something unexpected. An entire session my be ad hoc sometimes. Random npc name generators behind the screen can be useful. Take notes type it up later. 100% ad Hoc not a fan and in my experience those games tend to collapse anyway.
That's how I do it anyway. What are your thoughts? How do you do it or what do you want?