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As a player, I like a campaign that...
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<blockquote data-quote="kitsune9" data-source="post: 5385516" data-attributes="member: 18507"><p>I agree. All styles are fine so long as the DM is prepped and ready to go. If I'm going to play a Sandbox campaign, I'd like the DM to be in control of what happens in each area we explore / visit. Or if the DM is going to railroad us on our adventure, then he should be prepared to provide a good story and keep the pace moving. When I played in the RPGA, we hit all of these styles to some degree or less.</p><p></p><p>Nothing irks me more than a DM who wants to wing it as he goes along because in all my experiences with DMs who run adventures by the seat of their pants is a session of two hour haggling over making plate armor, random encounters that don't make any sense, book flipping, and a plot that goes no where because the DM forgets about it mid-stream or doesn't really know what story he's trying to provide. However, he will insist that he has this awesome best-seller idea all "up here" (pointing to head). Then the ones that I really want to choke are those who can't be bothered with dice, pencils, and rule books. These are the guys who show up to run a convention game....that you paid money for.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /></p><p></p><p>For my style since I DM all the time, I pretty much run an adventure, either one I write or use a published one. I'll tweak it so that the players can feel like they get a choice when they start it, but for the most part it's, "Here's the adventure, either play it or I'll throw random encounter at you for the evening."<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="kitsune9, post: 5385516, member: 18507"] I agree. All styles are fine so long as the DM is prepped and ready to go. If I'm going to play a Sandbox campaign, I'd like the DM to be in control of what happens in each area we explore / visit. Or if the DM is going to railroad us on our adventure, then he should be prepared to provide a good story and keep the pace moving. When I played in the RPGA, we hit all of these styles to some degree or less. Nothing irks me more than a DM who wants to wing it as he goes along because in all my experiences with DMs who run adventures by the seat of their pants is a session of two hour haggling over making plate armor, random encounters that don't make any sense, book flipping, and a plot that goes no where because the DM forgets about it mid-stream or doesn't really know what story he's trying to provide. However, he will insist that he has this awesome best-seller idea all "up here" (pointing to head). Then the ones that I really want to choke are those who can't be bothered with dice, pencils, and rule books. These are the guys who show up to run a convention game....that you paid money for.:mad::mad: For my style since I DM all the time, I pretty much run an adventure, either one I write or use a published one. I'll tweak it so that the players can feel like they get a choice when they start it, but for the most part it's, "Here's the adventure, either play it or I'll throw random encounter at you for the evening.";) [/QUOTE]
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