Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Campaign planning quandry
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="shilsen" data-source="post: 3438669" data-attributes="member: 198"><p>I absolutely hate railroading, as a player and as a DM, but I like overarching plots. So what I do is start a campaign with absolutely no overarching plot, probably making the first session focused on an interesting combat ("Roll initiative" is now my favorite way to start a campaign) and introducing the flavor of the specific campaign. And in the second and third sessions, I'll throw out half a dozen very different plot hooks. Whatever the PCs decide to follow is then the direction for the game. Every 5-6 sessions, I'll continue to put things in there which may turn into plot hooks if the PCs follow them, and about every dozen sessions, throw in another half a dozen plot hooks. Also, on a metagame level, I explicitly tell my players there is absolutely no direction they cannot go. So, the direction for the campaign is dictated purely by the PCs' choices and actions. Simultaneously, I try to create overarching plots by working backwards. I take the decisions the PCs have made, their individual backgrounds, and their various motivations, and weave connections between them, until I have a functional overarching plot going. </p><p></p><p>The big advantage of the above approach is that it lets me have both of my preferences, even if they seem contradictory. It also makes the players (and PCs) feel like their actions and choices are relevant, both in the sense of being the driving force for the campaign, and also because they are part of a bigger picture (i.e. the overarching plot). The downside, though I've never had problems with it, is that it requires significant flexibility and willingness to think on one's feet. Technically, another downside is that I'm adding meaning to things later, but as long as I'm internally consistent, I don't think that's any problem.</p><p></p><p>The result is definitely worth the effort, at least for me. I've done it in one 2 year campaign and have been doing it quite successfully in the campaign in my sig (just entered its 3rd year), and that's the approach I'll continue to use, unless I can come up with a way to improve on it.</p><p></p><p>P.S. Only ever actually plan a session ahead. Anything more than that is asking to have some of your work wasted. Have ideas in your head, but don't put anything down on paper (or computer).</p></blockquote><p></p>
[QUOTE="shilsen, post: 3438669, member: 198"] I absolutely hate railroading, as a player and as a DM, but I like overarching plots. So what I do is start a campaign with absolutely no overarching plot, probably making the first session focused on an interesting combat ("Roll initiative" is now my favorite way to start a campaign) and introducing the flavor of the specific campaign. And in the second and third sessions, I'll throw out half a dozen very different plot hooks. Whatever the PCs decide to follow is then the direction for the game. Every 5-6 sessions, I'll continue to put things in there which may turn into plot hooks if the PCs follow them, and about every dozen sessions, throw in another half a dozen plot hooks. Also, on a metagame level, I explicitly tell my players there is absolutely no direction they cannot go. So, the direction for the campaign is dictated purely by the PCs' choices and actions. Simultaneously, I try to create overarching plots by working backwards. I take the decisions the PCs have made, their individual backgrounds, and their various motivations, and weave connections between them, until I have a functional overarching plot going. The big advantage of the above approach is that it lets me have both of my preferences, even if they seem contradictory. It also makes the players (and PCs) feel like their actions and choices are relevant, both in the sense of being the driving force for the campaign, and also because they are part of a bigger picture (i.e. the overarching plot). The downside, though I've never had problems with it, is that it requires significant flexibility and willingness to think on one's feet. Technically, another downside is that I'm adding meaning to things later, but as long as I'm internally consistent, I don't think that's any problem. The result is definitely worth the effort, at least for me. I've done it in one 2 year campaign and have been doing it quite successfully in the campaign in my sig (just entered its 3rd year), and that's the approach I'll continue to use, unless I can come up with a way to improve on it. P.S. Only ever actually plan a session ahead. Anything more than that is asking to have some of your work wasted. Have ideas in your head, but don't put anything down on paper (or computer). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Campaign planning quandry
Top