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Community
General Tabletop Discussion
*TTRPGs General
Campaign Styles : Plot-driven versus Character-driven
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4616548" data-attributes="member: 5143"><p>I prefer plot driven games. This is mostly because that most of the people I know, left to their own devices will have their characters drink in the tavern for hours and hours(both in real time and game time). I don't have much fun as a DM roleplaying the bartender and the local drunk and so on. Not when the most exciting thing they have to say is "Isn't think good ale?"</p><p></p><p>As a player, I'd prefer to react rather than drive the storyline. I pretty much always design my characters as adventurers. When left to their own devices they ask everyone in town where to find a job, where there might be ancient caves filled with treasure or if anyone needs help. Mostly, they look for plot.</p><p></p><p>Another reason I'm not a fan of character driven is because of the randomness involved in the rules and real life. When you run a plot about "a bunch of heroes attempting to save the world from the evil cult" and someone dies, it's no big deal. The plot moves on, possibly with different heroes. If you make an adventure about "The Legendary Lightbringers, The Wizard, The Brute, and the Lady, who are destined to save the kingdom as has been foretold in prophecy and their continuing quests", well then you can never have anyone die. You can't have a player get bored of their character and decide to play something new. You can't have one player leave and invite someone new to your group. You can't prepare as much in advance and often have to react to the whims of the players who decide to do something unexpected.</p><p></p><p>In a plot driven game, you can easily say "Next week, a dragon will attack the city. The players will likely beat it. They will be asked by the Mayor to figure out who sent the dragon to attack. They will find a piece of paper on the dragon that leads them to Town X. When they get there, they will find all of the people in the town missing. They'll be forced to investigate."</p><p></p><p>In a character driven game, you're often blindsided by, "I've decided my character hates Orcs. I'm going to ask around as to where the Orcs live, then I'm heading in that direction to slay them all."(as actually happened in a game I ran once)</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4616548, member: 5143"] I prefer plot driven games. This is mostly because that most of the people I know, left to their own devices will have their characters drink in the tavern for hours and hours(both in real time and game time). I don't have much fun as a DM roleplaying the bartender and the local drunk and so on. Not when the most exciting thing they have to say is "Isn't think good ale?" As a player, I'd prefer to react rather than drive the storyline. I pretty much always design my characters as adventurers. When left to their own devices they ask everyone in town where to find a job, where there might be ancient caves filled with treasure or if anyone needs help. Mostly, they look for plot. Another reason I'm not a fan of character driven is because of the randomness involved in the rules and real life. When you run a plot about "a bunch of heroes attempting to save the world from the evil cult" and someone dies, it's no big deal. The plot moves on, possibly with different heroes. If you make an adventure about "The Legendary Lightbringers, The Wizard, The Brute, and the Lady, who are destined to save the kingdom as has been foretold in prophecy and their continuing quests", well then you can never have anyone die. You can't have a player get bored of their character and decide to play something new. You can't have one player leave and invite someone new to your group. You can't prepare as much in advance and often have to react to the whims of the players who decide to do something unexpected. In a plot driven game, you can easily say "Next week, a dragon will attack the city. The players will likely beat it. They will be asked by the Mayor to figure out who sent the dragon to attack. They will find a piece of paper on the dragon that leads them to Town X. When they get there, they will find all of the people in the town missing. They'll be forced to investigate." In a character driven game, you're often blindsided by, "I've decided my character hates Orcs. I'm going to ask around as to where the Orcs live, then I'm heading in that direction to slay them all."(as actually happened in a game I ran once) [/QUOTE]
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