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Advice for GMing a Plotted Campaign?
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<blockquote data-quote="Hungry Like The Wolf" data-source="post: 5718831" data-attributes="member: 93238"><p>This is my preferred style as well. I usually approach each campaign with a clear story arc in mind. You need to decide how long your campaign is going to run for because that will help you pace the arc over an appropriate time.</p><p></p><p>In most D&D games the PCs are reactive, don't let this happen. Each player should have a goal that ties into the arc you have sketched out. You can do this by creating a short list of backgrounds that will tie into the plot. </p><p></p><p>For example. One player chooses the orphaned background you wrote up. Fairly cliche, time honored character origin but little do they know their adoptive parents tie into the villains entourage and a sprinkling of clues will lead the PC on the journey to find the truth of their birth parents and answer the question of why his adoptive parents were evil. </p><p></p><p>Again, the clues for the PC should be paced appropriately with main arc. Do this sort of thing for every character and then decide how best to pace their own story plots. The goal is to make the PC proactive in your story arc by giving them clues which will engage them in their own story which in turn ties into the arc.</p><p></p><p>I think Chris Pramas said it best when he said you have character plot sessions, story arc sessions and monster of the week sessions. Just like the X-Files where they had Mulder's sister episodes, Scully's rational struggle episodes and myth arc episodes tied around monster of the weeks.</p><p></p><p>Now each player has a goal, remember to plot significant challenges around that goal. It doesn't always have to be arc related but the PC should feel accomplished after a session or sessions which developed their story. </p><p></p><p>Keep a journal which tracks the development of your arc and player's stories. I use a flow chart, you need to visualise how the story has changed based on player decisions and where it is logically heading.</p><p></p><p>Episodic fiction isn't easy to write and it's even harder to write for in a D&D campaign where the player's decisions will ultimately decide the direction of the arc. </p><p></p><p>Although, if you can put the above into action then you have the basics. It'll be all down hill from there. Good luck, I find this style of gaming incredibly rewarding, I hope you will as well.</p></blockquote><p></p>
[QUOTE="Hungry Like The Wolf, post: 5718831, member: 93238"] This is my preferred style as well. I usually approach each campaign with a clear story arc in mind. You need to decide how long your campaign is going to run for because that will help you pace the arc over an appropriate time. In most D&D games the PCs are reactive, don't let this happen. Each player should have a goal that ties into the arc you have sketched out. You can do this by creating a short list of backgrounds that will tie into the plot. For example. One player chooses the orphaned background you wrote up. Fairly cliche, time honored character origin but little do they know their adoptive parents tie into the villains entourage and a sprinkling of clues will lead the PC on the journey to find the truth of their birth parents and answer the question of why his adoptive parents were evil. Again, the clues for the PC should be paced appropriately with main arc. Do this sort of thing for every character and then decide how best to pace their own story plots. The goal is to make the PC proactive in your story arc by giving them clues which will engage them in their own story which in turn ties into the arc. I think Chris Pramas said it best when he said you have character plot sessions, story arc sessions and monster of the week sessions. Just like the X-Files where they had Mulder's sister episodes, Scully's rational struggle episodes and myth arc episodes tied around monster of the weeks. Now each player has a goal, remember to plot significant challenges around that goal. It doesn't always have to be arc related but the PC should feel accomplished after a session or sessions which developed their story. Keep a journal which tracks the development of your arc and player's stories. I use a flow chart, you need to visualise how the story has changed based on player decisions and where it is logically heading. Episodic fiction isn't easy to write and it's even harder to write for in a D&D campaign where the player's decisions will ultimately decide the direction of the arc. Although, if you can put the above into action then you have the basics. It'll be all down hill from there. Good luck, I find this style of gaming incredibly rewarding, I hope you will as well. [/QUOTE]
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