Big picture or minor detail?

Middle ground is, as always, the best thing. Have the big picture, and several check points, and for the individual adventures, make some general preparations shortly before the campaign (i.e. after the last game session) and wing the fine details. Make some contigency plans so you aren't caugth with your pants down should they do something completely unexpected, and you're set. This way you have the important stuff before but aren't too inflexible.
 

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Players are too unpredictable in my opinion to map the whole campaign out. I like to spend the first three levels or so just getting a feel for the group and what they seem more inclined to do in general (do they prefer more hack and slash, more roleplaying, a mix, etc?) I try to gauge how much deep intrigue they might like. Once that is figured out then I start linking together some of my more open ended plot hooks into a larger overall story arc.
 

I have a general over all plot and many small side pots. The players are free to travel where they want and do what they want. They can investigate the plots as they come across them, seek them out, or ignore them. Sometimes there are certain scenes that are almost certain to happen but for the most part the PCs are free to do what they want.
 

I tend to cook up a loose overall plan for what the bad guys are up to. Add some ways they could interact with the PCs. Play it from there and see what happens.

Like to give a lot of thought to how the campaign will start and see if I can set the tone for the campaign in the first session.

Like to keep a list of interesting diversions and side plots, normally mined out of modules. Use them if the players want to wander away from the main plot.
 

I spent last night talking over gaming with a player in my group that is running a seperate game. He has loose plans out to 23rd level. I was flabergasted, Im not sure if I was impressed by the scope or dismaded by the lack of choice. prolly more of the later.
When I run I can only plan 2 weeks ahead, If I do more I will scrap a third of what I design.
now villians plans, world events, can keep going forward but if I expect them to be in a set piece then its almost gaurenteed they won't be. Usually I have some idea where I think the campaign should go but flexiblity is a must.

The next game I have set as a starting adventure that will last a few sessions, and then after that it will depend on what way the players are heading.
 

Wombat said:
...conversely, I work long and hard to make the world feel "lived in", so that the players have a real sense of place.
I tend to plan my campaign-setting the same way.

I create several antagonists of different levels, figure out their goals and objectives and what means they need to achieve them, and plot out timelines for each on. Finally I plop the adventurers down in the world for their first adventure, and drop about a dozen different clues on them - where they go from there is entirely up to them.

Meanwhile, unless the adventurers do something to change them, those timelines start ticking forward. Not stopping the brigand chief from raiding the town might not be a big deal as far as the big picture, but the players are going to be mighty distressed when the mummy loard and his undead army come calling, if they didn't do anything to stop him. Plus, if the adventurers become big enough pains in the rear, they're likely to earn a little retribution.

Put another way, the world spins on its axis unless the players do something to change it.

Occasionally I'lll throw a traditional adventure into the mix, almost as an interlude - kinda like the monster episodes of The X-Files breaking up the alien-invasion storyline.
 
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I must say, I appreciate all the feedback I’ve gotten so far and I feel a bit better knowing I’m not under-planning my campaign. I’ve sketched out the world, with particular attention to the area around the characters starting town, and have an intro adventure totally planned out within that area. Beyond that I have vague ideas of badness going on around the characters including a mid-level lieutenant of evil that they should stumble across at some point, even if I don’t put him directly in their way out of boredom/spite.

So a rough plan of things that are going to happen with or without the party’s attention is in motion, I just need to see how or if they pick up on it. If they do, they’ll be playing with kings and demon lords in time. If not, probably just the demon lords, as everything else may be smoking embers. Except for the valiant band of freedom fighters. Which may never form if the party kicks butt early on. Maybe.

Damn, who wants to play right now? I’m itching to roll. :)
 

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